feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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139
Examples/Core/RenderTexture.cs
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139
Examples/Core/RenderTexture.cs
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/*******************************************************************************************
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*
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* raylib [core] example - render texture
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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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) 2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Core;
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public partial class RenderTextureDemo : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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// Define a render texture to render
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private const int renderTextureWidth = 300;
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private const int renderTextureHeight = 300;
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public string Name => "Core / Render Texture";
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public string Title => "raylib [core] example - render texture";
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private RenderTexture2D target;
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private Vector2 ballPosition;
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private Vector2 ballSpeed;
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private int ballRadius;
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private float rotation;
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public void Init()
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{
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target = LoadRenderTexture(renderTextureWidth, renderTextureHeight);
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ballPosition = new Vector2(renderTextureWidth / 2.0f, renderTextureHeight / 2.0f);
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ballSpeed = new Vector2(5.0f, 4.0f);
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ballRadius = 20;
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rotation = 0.0f;
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}
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public void Update()
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{
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// Update
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//-----------------------------------------------------
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// Ball movement logic
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ballPosition.X += ballSpeed.X;
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ballPosition.Y += ballSpeed.Y;
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// Check walls collision for bouncing
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if ((ballPosition.X >= (renderTextureWidth - ballRadius)) || (ballPosition.X <= ballRadius))
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{
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ballSpeed.X *= -1.0f;
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}
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if ((ballPosition.Y >= (renderTextureHeight - ballRadius)) || (ballPosition.Y <= ballRadius))
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{
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ballSpeed.Y *= -1.0f;
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}
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// Render texture rotation
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rotation += 0.5f;
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//-----------------------------------------------------
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// Draw
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//-----------------------------------------------------
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// Draw our scene to the render texture
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BeginTextureMode(target);
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ClearBackground(Color.SkyBlue);
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DrawRectangle(0, 0, 20, 20, Color.Red);
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DrawCircleV(ballPosition, ballRadius, Color.Maroon);
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EndTextureMode();
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// Draw render texture to main framebuffer
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Draw our render texture with rotation applied
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// NOTE 1: We set the origin of the texture to the center of the render texture
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// NOTE 2: We flip vertically the texture setting negative source rectangle height
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DrawTexturePro(target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Rectangle(screenWidth / 2.0f, screenHeight / 2.0f, target.Texture.Width, target.Texture.Height),
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new Vector2(target.Texture.Width / 2.0f, target.Texture.Height / 2.0f), rotation, Color.White);
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DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, Color.Black);
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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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UnloadRenderTexture(target);
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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 [core] example - render texture");
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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 RenderTextureDemo();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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CloseWindow(); // Close window and OpenGL context
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//----------------------------------------------------------
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return 0;
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}
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}
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