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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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
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* raylib [shaders] example - custom uniform
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*
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* Example complexity rating: [★★☆☆] 2/4
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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), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 1.3 (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 1.3, last time updated with raylib 4.0
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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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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* Copyright (c) 2015-2025 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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namespace Examples.Shaders;
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public class CustomUniform
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public class CustomUniform : IExample
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{
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public 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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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shaders / Custom Uniform";
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public string Title => "raylib [shaders] example - custom uniform";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Model model;
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private Texture2D texture;
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private Vector3 position;
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private Shader shader;
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private int swirlCenterLoc;
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private float[] swirlCenter;
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private RenderTexture2D target;
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public 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 - custom uniform variable");
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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(8.0f, 8.0f, 8.0f);
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camera.Target = new Vector3(0.0f, 1.5f, 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(8.0f, 8.0f, 8.0f); // Camera position
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camera.Target = new Vector3(0.0f, 1.5f, 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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Model model = LoadModel("resources/models/obj/barracks.obj");
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Texture2D texture = LoadTexture("resources/models/obj/barracks_diffuse.png");
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model = LoadModel("resources/models/obj/barracks.obj"); // Load OBJ model
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texture = LoadTexture("resources/models/obj/barracks_diffuse.png"); // Load model texture (diffuse map)
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// Set model diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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position = new(0.0f, 0.0f, 0.0f); // Set model position
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// Load postpro shader
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs");
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// Load postprocessing shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/swirl.fs");
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int swirlCenterLoc = GetShaderLocation(shader, "center");
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swirlCenterLoc = GetShaderLocation(shader, "center");
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float[] swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
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swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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target = LoadRenderTexture(screenWidth, screenHeight);
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}
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SetTargetFPS(60);
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public 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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var mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.X;
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swirlCenter[1] = screenHeight - mousePosition.Y;
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// Send new value to the shader to be used on drawing
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Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(Color.RayWhite); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.5f, Color.White); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginDrawing();
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ClearBackground(Color.RayWhite); // Clear screen background
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// Enable shader using the custom uniform
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0, 0),
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Color.White
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);
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EndShaderMode();
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// Draw some 2d text over drawn texture
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DrawText(
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"(c) Barracks 3D model by Alberto Cano",
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screenWidth - 220,
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screenHeight - 20,
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10,
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Color.Gray
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);
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DrawFPS(10, 10);
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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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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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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 - custom uniform");
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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 CustomUniform();
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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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Vector2 mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.X;
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swirlCenter[1] = screenHeight - mousePosition.Y;
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// Send new value to the shader to be used on drawing
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Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
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UpdateCamera(ref camera, CameraMode.Orbital);
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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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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, position, 0.5f, Color.White);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
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// End drawing to texture (now we have a texture available for next passes)
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EndTextureMode();
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0, 0),
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Color.White
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);
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EndShaderMode();
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DrawText(
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"(c) Barracks 3D model by Alberto Cano",
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screenWidth - 220,
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screenHeight - 20,
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10,
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Color.Gray
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);
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DrawFPS(10, 10);
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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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UnloadShader(shader);
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UnloadTexture(texture);
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UnloadModel(model);
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UnloadRenderTexture(target);
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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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