* 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')
152 lines
5.3 KiB
C#
152 lines
5.3 KiB
C#
namespace Examples.Models;
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public partial class DynamicMesh : 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 triangleRows = 48;
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private const int vertexRows = triangleRows + 1;
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public string Name => "Models / Dynamic Mesh";
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public string Title => "raylib [models] example - dynamic mesh";
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private Camera3D camera;
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private Mesh dynamicMesh;
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private Texture2D texture;
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private Color[] pixels;
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private Material material;
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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 = Vector3.One * 1.5f;
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camera.Target = camera.Position + new Vector3(1f, -0.25f, 1f);
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camera.Up = Vector3.UnitY;
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camera.FovY = 60.0f;
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camera.Projection = CameraProjection.Perspective;
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// Generate a dynamic mesh using utils to allocate/access mesh attribute data
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dynamicMesh = new(vertexRows * vertexRows, triangleRows * triangleRows * 2);
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dynamicMesh.AllocVertices();
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dynamicMesh.AllocTexCoords();
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dynamicMesh.AllocIndices();
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var indices = dynamicMesh.IndicesAs<ushort>();
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for (int z = 0, i = 0; z < triangleRows; z++)
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{
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for (var x = 0; x < triangleRows; x++, i += 6)
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{
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indices[i + 0] = (ushort)(x + (z * vertexRows));
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indices[i + 1] = (ushort)(indices[i] + vertexRows);
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indices[i + 2] = (ushort)(indices[i] + 1);
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indices[i + 3] = (ushort)(indices[i] + 1);
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indices[i + 4] = (ushort)(indices[i] + vertexRows);
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indices[i + 5] = (ushort)(indices[i] + vertexRows + 1);
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}
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}
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UploadMesh(ref dynamicMesh, true);
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// Allocate the texture
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var image = GenImageColor(triangleRows, triangleRows, Color.Blank);
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texture = LoadTextureFromImage(image);
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pixels = new Color[texture.Width * texture.Height];
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UnloadImage(image);
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// Load the material
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material = LoadMaterialDefault();
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SetMaterialTexture(ref material, MaterialMapIndex.Diffuse, texture);
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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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var time = (float)GetTime();
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Random random = new(42);
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var vertices = dynamicMesh.VerticesAs<Vector3>();
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var texcoords = dynamicMesh.TexCoordsAs<Vector2>();
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for (int z = 0, i = 0; z < vertexRows; z++)
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{
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for (var x = 0; x < vertexRows; x++, i++)
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{
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var noiseX = SmoothNoise(time + random.Next(10000));
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var noiseZ = SmoothNoise(time + random.Next(10000));
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vertices[i].X = x + noiseX - .5f;
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vertices[i].Y = (noiseX + noiseZ) / 2;
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vertices[i].Z = z + noiseZ - .5f;
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texcoords[i].X = (x - noiseZ) / triangleRows;
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texcoords[i].Y = (z - noiseX) / triangleRows;
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}
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}
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UpdateMeshBuffer<Vector3>(dynamicMesh, Mesh.VboIdIndexVertices, vertices, 0);
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UpdateMeshBuffer<Vector2>(dynamicMesh, Mesh.VboIdIndexTexCoords, texcoords, 0);
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for (int y = 0, i = 0; y < texture.Height; y++)
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{
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for (var x = 0; x < texture.Width; x++, i++)
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{
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pixels[i] = new(32, 178, 170, 255);
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pixels[i] = ColorBrightness(pixels[i], (SmoothNoise(time + random.Next(10000)) / 8) - (1 / 16f));
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pixels[i] = ColorAlpha(pixels[i], (triangleRows - new Vector2(x, y).Length()) / triangleRows);
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}
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}
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UpdateTexture(texture, pixels);
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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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DrawMesh(dynamicMesh, material, Matrix4x4.Identity);
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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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UnloadMaterial(material);
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// Raylib.UnloadTexture(texture); <- No need to unload the texture. UnloadMaterial(Material) already unloaded it for us
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UnloadMesh(dynamicMesh);
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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 - dynamic mesh");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new DynamicMesh();
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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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private static float SmoothNoise(float value)
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{
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return ((MathF.Sin(value) + MathF.Cos(value * MathF.E)) / 4) + .5f;
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}
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}
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