public void Resize(int width, int height, int scale) { screenWidth = width; screenHeight = height; windowWidth = width * scale; windowHeight = height * scale; ScreenController.scale = scale; Raylib.SetWindowSize(width * scale, height * scale); SoftwareCanvas.InitTexture(width, height); Raylib.UnloadRenderTexture(renderTexture); renderTexture = Util.LoadRenderTexture(screenWidth, screenHeight); drawScreen = new SoftwareCanvasRenderer(Assets.Shader("shaders/screen")); ReloadShader(); }
public ScreenController() { Raylib.InitWindow(640, 480, "disaster engine raylib"); renderTexture = Raylib.LoadRenderTexture(640 / scale, 480 / scale); Raylib.SetTargetFPS(60); camera = new Camera3D( new Vector3(0, 0f, 0f), new Vector3(0, 0, -1), new Vector3(0, 1, 0), 45f ); Assets.LoadPath("screenfrag.glsl", out string fragPath); Assets.LoadPath("screenvert.glsl", out string vertPath); var shader = Raylib.LoadShader( vertPath, fragPath ); drawScreen = new SoftwareCanvasRenderer(shader); }
public ScreenController(int width, int height, int scale) { screenWidth = width; screenHeight = height; windowWidth = width * scale; windowHeight = height * scale; ScreenController.scale = scale; instance = this; Raylib.InitWindow(windowWidth, windowHeight, "disaster engine 5.0"); renderTexture = Util.LoadRenderTexture(screenWidth, screenHeight); Raylib.SetTargetFPS(60); camera = new Camera3D( new Vector3(0, 0f, 0f), new Vector3(0, 0, -1), new Vector3(0, 1, 0), 45f, CameraProjection.CAMERA_PERSPECTIVE ); drawScreen = new SoftwareCanvasRenderer(Assets.Shader("shaders/screen")); postProcessShader = Assets.Shader("shaders/postprocess"); }