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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

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tiger tiger tiger 2026-07-17 08:22:54 +02:00
commit f804ab7773
234 changed files with 38997 additions and 10578 deletions

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@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [models] example - Drawing billboards
* raylib [models] example - billboard rendering
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 3/4
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.3, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,121 +18,131 @@ using static Raylib_cs.Raylib;
namespace Examples.Models;
public class BillboardDemo
public partial class BillboardDemo : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Models / Billboard Demo";
public string Title => "raylib [models] example - billboard rendering";
private Camera3D camera;
private Texture2D bill;
private Vector3 billPositionStatic;
private Vector3 billPositionRotating;
private Rectangle source;
private Vector3 billUp;
private Vector2 size;
private Vector2 origin;
private float distanceStatic;
private float distanceRotating;
private float rotation;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(5.0f, 4.0f, 5.0f); // Camera position
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
bill = LoadTexture("resources/billboard.png"); // Our billboard texture
billPositionStatic = new(0.0f, 2.0f, 0.0f); // Position of static billboard
billPositionRotating = new(1.0f, 2.0f, 1.0f); // Position of rotating billboard
// Entire billboard texture, source is used to take a segment from a larger texture
source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
// NOTE: Billboard locked on axis-Y
billUp = new(0.0f, 1.0f, 0.0f);
// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
size = new(source.Width / source.Height, 1.0f);
// Rotate around origin
// Here we choose to rotate around the image center
origin = size * 0.5f;
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance
distanceStatic = 0.0f;
distanceRotating = 0.0f;
rotation = 0.0f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
rotation += 0.4f;
distanceStatic = Vector3.Distance(camera.Position, billPositionStatic);
distanceRotating = Vector3.Distance(camera.Position, billPositionRotating);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawGrid(10, 1.0f); // Draw a grid
// Draw order matters!
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, Color.White);
}
else
{
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, Color.White);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
}
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(bill); // Unload texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - billboard rendering");
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(5.0f, 4.0f, 5.0f);
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
// Our texture billboard
Texture2D bill = LoadTexture("resources/billboard.png");
// Position of billboard billboard
Vector3 billPositionStatic = new(0.0f, 2.0f, 0.0f);
Vector3 billPositionRotating = new(1.0f, 2.0f, 1.0f);
// Entire billboard texture, source is used to take a segment from a larger texture.
Rectangle source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
// NOTE: Billboard locked on axis-Y
Vector3 billUp = new(0.0f, 1.0f, 0.0f);
// Rotate around origin
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.X, origin.Y is inside the texture
Vector2 rotateOrigin = Vector2.Zero;
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
float distanceStatic = 0.0f;
float distanceRotating = 0.0f;
float rotation = 0.0f;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new BillboardDemo();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
rotation += 0.4f;
distanceStatic = Vector3.Distance(camera.Position, billPositionStatic);
distanceRotating = Vector3.Distance(camera.Position, billPositionRotating);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawGrid(10, 1.0f);
// Draw order matters!
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
DrawBillboardPro(
camera,
bill,
source,
billPositionRotating,
billUp,
new Vector2(1.0f, 1.0f),
rotateOrigin,
rotation,
Color.White
);
}
else
{
DrawBillboardPro(
camera,
bill,
source,
billPositionRotating,
billUp,
new Vector2(1.0f, 1.0f),
rotateOrigin,
rotation,
Color.White
);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
}
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(bill);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}