feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Shaders/TextureTiling.cs
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Examples/Shaders/TextureTiling.cs
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/*******************************************************************************************
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*
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* raylib [shaders] example - texture tiling
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example demonstrates how to tile a texture on a 3D model using raylib
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Luis Almeida (@luis605) 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) 2023-2025 Luis Almeida (@luis605)
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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 TextureTiling : 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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#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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public string Name => "Shaders / Texture Tiling";
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public string Title => "raylib [shaders] example - texture tiling";
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public bool CursorDisabled => true;
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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 Shader shader;
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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(4.0f, 4.0f, 4.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.5f, 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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// Load a cube model
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var cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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model = LoadModelFromMesh(cube);
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// Load a texture and assign to cube model
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texture = LoadTexture("resources/cubicmap_atlas.png");
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model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = texture;
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// Set the texture tiling using a shader
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var tiling = new[] { 3.0f, 3.0f };
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/tiling.fs");
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SetTextureWrap(texture, TextureWrap.Repeat);
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Raylib.SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, ShaderUniformDataType.Vec2);
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model.Materials[0].Shader = shader;
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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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UpdateCamera(ref camera, CameraMode.Free);
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if (IsKeyPressed(KeyboardKey.Z))
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{
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
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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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BeginShaderMode(shader);
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DrawModel(model, new Vector3(0.0f, 0.0f, 0.0f), 2.0f, Color.White);
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EndShaderMode();
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use mouse to rotate the camera", 10, 10, 20, Color.DarkGray);
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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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UnloadModel(model); // Unload model
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload 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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling");
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DisableCursor(); // Limit cursor to relative movement inside the window
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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 TextureTiling();
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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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