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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@ -1,112 +1,94 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - rlgl module usage for instanced meshes
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* raylib [shaders] example - mesh instancing
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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* Example complexity rating: [★★★★] 4/4
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*
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* This example has been created using raylib 3.5 (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 3.7, last time updated with raylib 4.2
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*
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* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2020 @seanpringle
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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) 2020-2025 seanpringle (@seanpringle), Max (@moliad) 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 MeshInstancing
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public class MeshInstancing : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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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 MaxInstances = 10000;
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public string Name => "Shaders / Mesh Instancing";
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public string Title => "raylib [shaders] example - mesh instancing";
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private Camera3D camera;
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private Mesh cube;
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private Matrix4x4[] transforms;
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private Shader shader;
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private Material matInstances;
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private Material matDefault;
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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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const int fps = 60;
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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 - rlgl mesh instanced");
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// Speed of jump animation
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int speed = 30;
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// Count of separate groups jumping around
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int groups = 2;
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// Maximum amplitude of jump
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float amp = 10;
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// Global variance in jump height
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float variance = 0.8f;
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// Individual cube's computed loop timer
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float loop = 0.0f;
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// Used for various 3D coordinate & vector ops
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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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(-125.0f, 125.0f, -125.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 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(-125.0f, 125.0f, -125.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 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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// Number of instances to display
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const int instances = 10000;
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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// Define mesh to be instanced
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cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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// Rotation state of instances
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Matrix4x4[] rotations = new Matrix4x4[instances];
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// Per-frame rotation animation of instances
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Matrix4x4[] rotationsInc = new Matrix4x4[instances];
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// Locations of instances
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Matrix4x4[] translations = new Matrix4x4[instances];
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// Define transforms to be uploaded to GPU for instances
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transforms = new Matrix4x4[MaxInstances]; // Pre-multiplied transformations passed to rlgl
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// Scatter random cubes around
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for (int i = 0; i < instances; i++)
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// Translate and rotate cubes randomly
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for (var i = 0; i < MaxInstances; i++)
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{
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x = GetRandomValue(-50, 50);
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y = GetRandomValue(-50, 50);
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z = GetRandomValue(-50, 50);
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translations[i] = Matrix4x4.CreateTranslation(x, y, z);
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x = GetRandomValue(0, 360);
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y = GetRandomValue(0, 360);
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z = GetRandomValue(0, 360);
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Vector3 axis = Vector3.Normalize(new Vector3(x, y, z));
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
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rotationsInc[i] = Matrix4x4.CreateFromAxisAngle(axis, angle);
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rotations[i] = Matrix4x4.Identity;
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}
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// Pre-multiplied transformations passed to rlgl
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Matrix4x4[] transforms = new Matrix4x4[instances];
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Shader shader = LoadShader(
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"resources/shaders/glsl330/lighting_instancing.vs",
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"resources/shaders/glsl330/lighting.fs"
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);
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// Get some shader loactions
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unsafe
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{
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int* locs = (int*)shader.Locs;
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locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
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locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocationAttrib(
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shader,
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"instanceTransform"
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var translation = Matrix4x4.CreateTranslation(
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GetRandomValue(-50, 50),
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GetRandomValue(-50, 50),
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GetRandomValue(-50, 50)
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);
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var axis = Vector3.Normalize(new Vector3(
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GetRandomValue(0, 360),
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GetRandomValue(0, 360),
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GetRandomValue(0, 360)
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));
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var angle = GetRandomValue(0, 180) * DEG2RAD;
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var rotation = Matrix4x4.CreateFromAxisAngle(axis, angle);
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transforms[i] = Matrix4x4.Transpose(Matrix4x4.Multiply(rotation, translation));
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}
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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// Load lighting shader
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shader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/lighting_instancing.vs",
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$"resources/shaders/glsl{GlslVersion}/lighting.fs"
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);
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// Get shader locations
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shader.Locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
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shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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// Set shader value: ambient light level
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var ambientLoc = GetShaderLocation(shader, "ambient");
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Raylib.SetShaderValue(
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shader,
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ambientLoc,
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ShaderUniformDataType.Vec4
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);
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// Create one light
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Rlights.CreateLight(
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0,
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LightType.Directorional,
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new Vector3(50, 50, 0),
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new Vector3(50.0f, 50.0f, 0.0f),
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Vector3.Zero,
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Color.White,
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shader
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);
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Material material = LoadMaterialDefault();
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material.Shader = shader;
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unsafe
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{
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material.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
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}
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// NOTE: We are assigning the intancing shader to material.shader
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// to be used on mesh drawing with DrawMeshInstanced()
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matInstances = LoadMaterialDefault();
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matInstances.Shader = shader;
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matInstances.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
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int textPositionY = 300;
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// Load default material (using raylib intenral default shader) for non-instanced mesh drawing
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// WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
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// when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
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matDefault = LoadMaterialDefault();
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matDefault.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Blue;
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}
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// Simple frames counter to manage animation
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int framesCounter = 0;
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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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SetTargetFPS(fps);
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// Update the light shader with the camera view position
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float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
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Raylib.SetShaderValue(
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shader,
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shader.Locs[(int)ShaderLocationIndex.VectorView],
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cameraPos,
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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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// Draw cube mesh with default material (BLUE)
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DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(-10.0f, 0.0f, 0.0f)));
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// Draw meshes instanced using material containing instancing shader (RED + lighting),
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// transforms[] for the instances should be provided, they are dynamically
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// updated in GPU every frame, so we can animate the different mesh instances
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DrawMeshInstanced(cube, matInstances, transforms, MaxInstances);
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// Draw cube mesh with default material (BLUE)
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DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(10.0f, 0.0f, 0.0f)));
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EndMode3D();
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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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// Detach shader so UnloadMaterial does not also unload it, then free everything.
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matInstances.Shader = new();
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UnloadMaterial(matInstances);
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UnloadMaterial(matDefault);
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UnloadMesh(cube);
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UnloadShader(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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
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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 MeshInstancing();
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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.Free);
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textPositionY = 300;
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framesCounter += 1;
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if (IsKeyDown(KeyboardKey.Up))
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{
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amp += 0.5f;
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}
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if (IsKeyDown(KeyboardKey.Down))
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{
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amp = (amp <= 1) ? 1.0f : (amp - 1.0f);
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}
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if (IsKeyDown(KeyboardKey.Left))
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{
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variance = (variance <= 0.0f) ? 0.0f : (variance - 0.01f);
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}
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if (IsKeyDown(KeyboardKey.Right))
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{
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variance = (variance >= 1.0f) ? 1.0f : (variance + 0.01f);
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}
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if (IsKeyDown(KeyboardKey.One))
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{
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groups = 1;
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}
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if (IsKeyDown(KeyboardKey.Two))
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{
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groups = 2;
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}
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if (IsKeyDown(KeyboardKey.Three))
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{
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groups = 3;
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}
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if (IsKeyDown(KeyboardKey.Four))
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{
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groups = 4;
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}
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if (IsKeyDown(KeyboardKey.Five))
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{
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groups = 5;
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}
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if (IsKeyDown(KeyboardKey.Six))
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{
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groups = 6;
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}
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if (IsKeyDown(KeyboardKey.Seven))
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{
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groups = 7;
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}
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if (IsKeyDown(KeyboardKey.Eight))
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{
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groups = 8;
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}
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if (IsKeyDown(KeyboardKey.Nine))
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{
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groups = 9;
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}
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if (IsKeyDown(KeyboardKey.W))
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{
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groups = 7;
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amp = 25;
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speed = 18;
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variance = 0.70f;
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}
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if (IsKeyDown(KeyboardKey.Equal))
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{
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speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
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}
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if (IsKeyDown(KeyboardKey.KpAdd))
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{
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speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
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}
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if (IsKeyDown(KeyboardKey.Minus))
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{
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speed = (int)MathF.Max(speed * 1.02f, speed + 1);
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}
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if (IsKeyDown(KeyboardKey.KpSubtract))
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{
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speed = (int)MathF.Max(speed * 1.02f, speed + 1);
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}
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// Update the light shader with the camera view position
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float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
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Raylib.SetShaderValue(
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shader,
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(int)ShaderLocationIndex.VectorView,
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cameraPos,
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ShaderUniformDataType.Vec3
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);
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// Apply per-instance transformations
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for (int i = 0; i < instances; i++)
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{
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rotations[i] = Matrix4x4.Multiply(rotations[i], rotationsInc[i]);
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transforms[i] = Matrix4x4.Multiply(rotations[i], translations[i]);
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// Get the animation cycle's framesCounter for this instance
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loop = (float)((framesCounter + (int)(((float)(i % groups) / groups) * speed)) % speed) / speed;
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// Calculate the y according to loop cycle
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y = (MathF.Sin(loop * MathF.PI * 2)) * amp * ((1 - variance) + (variance * (float)(i % (groups * 10)) / (groups * 10)));
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// Clamp to floor
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y = (y < 0) ? 0.0f : y;
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transforms[i] = Matrix4x4.Multiply(transforms[i], Matrix4x4.CreateTranslation(0.0f, y, 0.0f));
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transforms[i] = Matrix4x4.Transpose(transforms[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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DrawMeshInstanced(cube, material, transforms, instances);
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EndMode3D();
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, Color.Maroon);
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DrawText("PRESS KEYS:", 10, textPositionY, 20, Color.Black);
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DrawText("1 - 9", 10, textPositionY += 25, 10, Color.Black);
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DrawText(": Number of groups", 50, textPositionY, 10, Color.Black);
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DrawText($": {groups}", 160, textPositionY, 10, Color.Black);
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DrawText("UP", 10, textPositionY += 15, 10, Color.Black);
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DrawText(": increase amplitude", 50, textPositionY, 10, Color.Black);
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DrawText($": {amp}%.2f", 160, textPositionY, 10, Color.Black);
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DrawText("DOWN", 10, textPositionY += 15, 10, Color.Black);
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DrawText(": decrease amplitude", 50, textPositionY, 10, Color.Black);
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DrawText("LEFT", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease variance", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {variance}.2f", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("RIGHT", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase variance", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("+/=", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase speed", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {speed} = {((float)fps / speed)} loops/sec", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("-", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease speed", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("W", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": Wild setup!", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
Loading…
Reference in a new issue