WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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236 changed files with 40405 additions and 10896 deletions
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@ -2,81 +2,77 @@
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*
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* raylib [shaders] example - basic lighting
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 3.0, last time updated with raylib 4.2
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*
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* This is based on the PBR lighting example, but greatly simplified to aid learning...
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* actually there is very little of the PBR example left!
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* When I first looked at the bewildering complexity of the PBR example I feared
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* I would never understand how I could do simple lighting with raylib however its
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* a testement to the authors of raylib (including rlights.h) that the example
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* came together fairly quickly.
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using Examples.Shared;
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namespace Examples.Shaders;
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public class BasicLighting
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public class BasicLighting : IExample
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{
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const int GLSL_VERSION = 330;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public unsafe static int Main()
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Basic Lighting";
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public string Title => "raylib [shaders] example - basic lighting";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Shader shader;
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private Light[] lights;
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public unsafe void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(2.0f, 4.0f, 6.0f);
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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camera = new();
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camera.Position = new Vector3(2.0f, 4.0f, 6.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load plane model from a generated mesh
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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Shader shader = LoadShader(
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"resources/shaders/glsl330/lighting.vs",
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"resources/shaders/glsl330/lighting.fs"
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// Load basic lighting shader
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shader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/lighting.vs",
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$"resources/shaders/glsl{GlslVersion}/lighting.fs"
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);
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// Get some required shader loactions
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// Get some required shader locations
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shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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//shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
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// ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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float[] ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
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// Ambient light level (some basic lighting)
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var ambientLoc = GetShaderLocation(shader, "ambient");
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var ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
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Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
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// Assign out lighting shader to model
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model.Materials[0].Shader = shader;
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cube.Materials[0].Shader = shader;
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// Using 4 point lights: Color.gold, Color.red, Color.green and Color.blue
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Light[] lights = new Light[4];
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// Create lights
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lights = new Light[4];
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lights[0] = Rlights.CreateLight(
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0,
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LightType.Point,
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Color.Blue,
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shader
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);
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}
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SetTargetFPS(60);
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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Raylib.SetShaderValue(
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shader,
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shader.Locs[(int)ShaderLocationIndex.VectorView],
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camera.Position,
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ShaderUniformDataType.Vec3
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);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KeyboardKey.Y))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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lights[1].Enabled = !lights[1].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.G))
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{
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lights[2].Enabled = !lights[2].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.B))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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// Update light values (actually, only enable/disable them)
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for (var i = 0; i < 4; i++)
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{
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Rlights.UpdateLightValues(shader, lights[i]);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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BeginShaderMode(shader);
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DrawPlane(Vector3.Zero, new Vector2(10.0f, 10.0f), Color.White);
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DrawCube(Vector3.Zero, 2.0f, 4.0f, 2.0f, Color.White);
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EndShaderMode();
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// Draw spheres to show where the lights are
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for (var i = 0; i < 4; i++)
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{
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if (lights[i].Enabled)
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{
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DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
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}
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else
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{
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DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
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}
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawFPS(10, 10);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadShader(shader); // Unload shader
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new BasicLighting();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.Y))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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lights[1].Enabled = !lights[1].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.G))
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{
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lights[2].Enabled = !lights[2].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.B))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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// Update light values (actually, only enable/disable them)
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Rlights.UpdateLightValues(shader, lights[0]);
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Rlights.UpdateLightValues(shader, lights[1]);
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Rlights.UpdateLightValues(shader, lights[2]);
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Rlights.UpdateLightValues(shader, lights[3]);
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// Update the light shader with the camera view position
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Raylib.SetShaderValue(
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shader,
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shader.Locs[(int)ShaderLocationIndex.VectorView],
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camera.Position,
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ShaderUniformDataType.Vec3
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, Vector3.Zero, 1.0f, Color.White);
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DrawModel(cube, Vector3.Zero, 1.0f, Color.White);
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// Draw markers to show where the lights are
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if (lights[0].Enabled)
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{
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DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.Yellow);
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}
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else
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{
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DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.Yellow, 0.3f));
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}
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if (lights[1].Enabled)
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{
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DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.Red);
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}
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else
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{
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DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.Red, 0.3f));
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}
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if (lights[2].Enabled)
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{
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DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.Green);
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}
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else
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{
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DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.Green, 0.3f));
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}
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if (lights[3].Enabled)
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{
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DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.Blue);
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}
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else
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{
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DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.Blue, 0.3f));
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawFPS(10, 10);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model);
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UnloadModel(cube);
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UnloadShader(shader);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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