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raylib-cs/Examples/Shaders/TextureDrawing.cs

87 lines
3.2 KiB
C#

/*******************************************************************************************
*
* raylib [textures] example - Texture drawing
*
* This example illustrates how to draw on a blank texture using a shader
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class TextureDrawing
{
const int GlslVersion = 330;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
// Load blank texture to fill on shader
Image imBlank = GenImageColor(1024, 1024, Color.Blank);
Texture2D texture = LoadTextureFromImage(imBlank);
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/cubes_panning.fs");
float time = 0.0f;
int timeLoc = GetShaderLocation(shader, "uTime");
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
time = (float)GetTime();
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Enable our custom shader for next shapes/textures drawings
BeginShaderMode(shader);
// Drawing blank texture, all magic happens on shader
DrawTexture(texture, 0, 0, Color.White);
// Disable our custom shader, return to default shader
EndShaderMode();
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}