feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Models/LoadingVox.cs
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Examples/Models/LoadingVox.cs
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/*******************************************************************************************
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*
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* raylib [models] example - loading vox
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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 4.0, last time updated with raylib 4.0
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*
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* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
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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) 2021-2025 Johann Nadalutti (@procfxgen) 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 static Raylib_cs.Raymath;
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using Examples.Shared;
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namespace Examples.Models;
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public partial class LoadingVox : 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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private const int MaxVoxFiles = 4;
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private const int MaxLights = 4;
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#if BROWSER
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private 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 => "Models / Loading VOX";
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public string Title => "raylib [models] example - loading vox";
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private static readonly string[] VoxFileNames =
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{
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"resources/models/vox/chr_knight.vox",
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"resources/models/vox/chr_sword.vox",
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"resources/models/vox/monu9.vox",
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"resources/models/vox/fez.vox"
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};
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private Camera3D camera;
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private Model[] models;
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private int currentModel;
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private Vector3 modelpos;
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private Vector3 camerarot;
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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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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // 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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// Load MagicaVoxel files
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models = new Model[MaxVoxFiles];
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for (var i = 0; i < MaxVoxFiles; i++)
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{
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// Load VOX file and measure time
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var t0 = GetTime() * 1000.0;
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models[i] = LoadModel(VoxFileNames[i]);
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var t1 = GetTime() * 1000.0;
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TraceLog(TraceLogLevel.Info, $"[{VoxFileNames[i]}] Model file loaded in {t1 - t0:0.000} ms");
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// Compute model translation matrix to center model on draw position (0, 0 , 0)
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var bb = GetModelBoundingBox(models[i]);
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Vector3 center = new();
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center.X = bb.Min.X + ((bb.Max.X - bb.Min.X) / 2);
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center.Z = bb.Min.Z + ((bb.Max.Z - bb.Min.Z) / 2);
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var matTranslate = MatrixTranslate(-center.X, 0, -center.Z);
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models[i].Transform = matTranslate;
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}
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currentModel = 0;
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modelpos = new Vector3(0, 0, 0);
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camerarot = new Vector3(0, 0, 0);
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// Load voxel shader
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shader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/voxel_lighting.vs",
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$"resources/shaders/glsl{GlslVersion}/voxel_lighting.fs"
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);
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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 (some basic lighting)
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var ambientLoc = GetShaderLocation(shader, "ambient");
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Raylib.SetShaderValue(shader, ambientLoc, new[] { 0.1f, 0.1f, 0.1f, 1.0f }, ShaderUniformDataType.Vec4);
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// Assign out lighting shader to model
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for (var i = 0; i < MaxVoxFiles; i++)
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{
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for (var j = 0; j < models[i].MaterialCount; j++)
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{
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models[i].Materials[j].Shader = shader;
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}
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}
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// Create lights
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lights = new Light[MaxLights];
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lights[0] = Rlights.CreateLight(0, LightType.Point, new Vector3(-20, 20, -20), Vector3.Zero, Color.Gray, shader);
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lights[1] = Rlights.CreateLight(1, LightType.Point, new Vector3(20, -20, 20), Vector3.Zero, Color.Gray, shader);
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lights[2] = Rlights.CreateLight(2, LightType.Point, new Vector3(-20, 20, 20), Vector3.Zero, Color.Gray, shader);
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lights[3] = Rlights.CreateLight(3, LightType.Point, new Vector3(20, -20, -20), Vector3.Zero, Color.Gray, shader);
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}
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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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if (IsMouseButtonDown(MouseButton.Middle))
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{
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var mouseDelta = GetMouseDelta();
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camerarot.X = mouseDelta.X * 0.05f;
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camerarot.Y = mouseDelta.Y * 0.05f;
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}
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else
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{
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camerarot.X = 0;
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camerarot.Y = 0;
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}
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// Update camere movement, custom controls
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UpdateCameraPro(ref camera,
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new Vector3(
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(IsKeyDown(KeyboardKey.W) || IsKeyDown(KeyboardKey.Up) ? 0.1f : 0.0f) - (IsKeyDown(KeyboardKey.S) || IsKeyDown(KeyboardKey.Down) ? 0.1f : 0.0f), // Move forward-backward
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(IsKeyDown(KeyboardKey.D) || IsKeyDown(KeyboardKey.Right) ? 0.1f : 0.0f) - (IsKeyDown(KeyboardKey.A) || IsKeyDown(KeyboardKey.Left) ? 0.1f : 0.0f), // Move right-left
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0.0f), // Move up-down
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camerarot, // Camera rotation
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GetMouseWheelMove() * -2.0f); // Move to target (zoom)
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// Cycle between models on mouse click
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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currentModel = (currentModel + 1) % MaxVoxFiles;
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}
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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(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], camera.Position, ShaderUniformDataType.Vec3);
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// Update light values (actually, only enable/disable them)
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for (var i = 0; i < MaxLights; 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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// Draw 3D model
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BeginMode3D(camera);
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DrawModel(models[currentModel], modelpos, 1.0f, Color.White);
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DrawGrid(10, 1.0f);
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// Draw spheres to show where the lights are
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for (var i = 0; i < MaxLights; 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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EndMode3D();
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// Display info
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DrawRectangle(10, 40, 340, 70, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(10, 40, 340, 70, Fade(Color.DarkBlue, 0.5f));
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DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, Color.Blue);
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DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, Color.Blue);
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DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, Color.Blue);
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DrawText($"VOX model file: {GetFileName(VoxFileNames[currentModel])}", 10, 10, 20, Color.Gray);
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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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// Unload models data (GPU VRAM)
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for (var i = 0; i < MaxVoxFiles; i++)
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{
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UnloadModel(models[i]);
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}
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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 [models] example - loading vox");
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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 LoadingVox();
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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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