* 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')
333 lines
13 KiB
C#
333 lines
13 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - textured cube
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*
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* Example complexity rating: [★★☆☆] 2/4
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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 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) 2022-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Models;
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public partial class ModelCubeTexture : 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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public string Name => "Models / Model Cube Texture";
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public string Title => "raylib [models] example - textured cube";
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private Camera3D camera;
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private Texture2D texture;
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public 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(0.0f, 10.0f, 10.0f);
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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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// Load texture to be applied to the cubes sides
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texture = LoadTexture("resources/cubicmap_atlas.png");
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}
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public void Update()
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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 with an applied texture
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DrawCubeTexture(texture, new Vector3(-2.0f, 2.0f, 0.0f), 2.0f, 4.0f, 2.0f, Color.White);
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// Draw cube with an applied texture, but only a defined rectangle piece of the texture
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DrawCubeTextureRec(
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texture,
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new Rectangle(0, texture.Height / 2, texture.Width / 2, texture.Height / 2),
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new Vector3(2.0f, 1.0f, 0.0f),
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2.0f,
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2.0f,
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2.0f,
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Color.White
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);
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DrawGrid(10, 1.0f);
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EndMode3D();
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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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UnloadTexture(texture);
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}
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// Draw cube textured
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// NOTE: Cube position is the center position
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private static void DrawCubeTexture(
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Texture2D texture,
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Vector3 position,
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float width,
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float height,
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float length,
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Color color
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)
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{
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var x = position.X;
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var y = position.Y;
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var z = position.Z;
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// Set desired texture to be enabled while drawing following vertex data
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Rlgl.SetTexture(texture.Id);
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// Vertex data transformation can be defined with the commented lines,
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// but in this example we calculate the transformed vertex data directly when calling Rlgl.Vertex3f()
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// Rlgl.PushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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// Rlgl.Translatef(2.0f, 0.0f, 0.0f);
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// Rlgl.Rotatef(45, 0, 1, 0);
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// Rlgl.Scalef(2.0f, 2.0f, 2.0f);
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Rlgl.Begin(DrawMode.Quads);
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Rlgl.Color4ub(color.R, color.G, color.B, color.A);
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// Front Face
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// Normal Pointing Towards Viewer
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Rlgl.Normal3f(0.0f, 0.0f, 1.0f);
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Rlgl.TexCoord2f(0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f(1.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f(1.0f, 1.0f);
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// Top Right Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(0.0f, 1.0f);
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// Top Left Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
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// Back Face
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// Normal Pointing Away From Viewer
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Rlgl.Normal3f(0.0f, 0.0f, -1.0f);
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Rlgl.TexCoord2f(1.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(1.0f, 1.0f);
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// Top Right Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(0.0f, 1.0f);
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// Top Left Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
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// Top Face
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// Normal Pointing Up
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Rlgl.Normal3f(0.0f, 1.0f, 0.0f);
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Rlgl.TexCoord2f(0.0f, 1.0f);
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// Top Left Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(1.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(1.0f, 1.0f);
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// Top Right Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
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// Bottom Face
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// Normal Pointing Down
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Rlgl.Normal3f(0.0f, -1.0f, 0.0f);
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Rlgl.TexCoord2f(1.0f, 1.0f);
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// Top Right Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(0.0f, 1.0f);
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// Top Left Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f(1.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
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// Right face
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// Normal Pointing Right
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Rlgl.Normal3f(1.0f, 0.0f, 0.0f);
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Rlgl.TexCoord2f(1.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(1.0f, 1.0f);
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// Top Right Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(0.0f, 1.0f);
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// Top Left Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
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// Left Face
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// Normal Pointing Left
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Rlgl.Normal3f(-1.0f, 0.0f, 0.0f);
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Rlgl.TexCoord2f(0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(1.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f(1.0f, 1.0f);
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// Top Right Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(0.0f, 1.0f);
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// Top Left Of The Texture and Quad
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
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Rlgl.End();
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//rlPopMatrix();
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Rlgl.SetTexture(0);
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}
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// Draw cube with texture piece applied to all faces
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private static void DrawCubeTextureRec(
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Texture2D texture,
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Rectangle source,
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Vector3 position,
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float width,
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float height,
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float length,
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Color color
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)
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{
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var x = position.X;
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var y = position.Y;
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var z = position.Z;
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var texWidth = (float)texture.Width;
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var texHeight = (float)texture.Height;
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// Set desired texture to be enabled while drawing following vertex data
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Rlgl.SetTexture(texture.Id);
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// We calculate the normalized texture coordinates for the desired texture-source-rectangle
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// It means converting from (tex.Width, tex.Height) coordinates to [0.0f, 1.0f] equivalent
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Rlgl.Begin(DrawMode.Quads);
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Rlgl.Color4ub(color.R, color.G, color.B, color.A);
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// Front face
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Rlgl.Normal3f(0.0f, 0.0f, 1.0f);
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Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
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// Back face
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Rlgl.Normal3f(0.0f, 0.0f, -1.0f);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
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// Top face
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Rlgl.Normal3f(0.0f, 1.0f, 0.0f);
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Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
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// Bottom face
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Rlgl.Normal3f(0.0f, -1.0f, 0.0f);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
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// Right face
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Rlgl.Normal3f(1.0f, 0.0f, 0.0f);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
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// Left face
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Rlgl.Normal3f(-1.0f, 0.0f, 0.0f);
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Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
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Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
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Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
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Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
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Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
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Rlgl.End();
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Rlgl.SetTexture(0);
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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 - textured cube");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new ModelCubeTexture();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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