* 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')
246 lines
9.8 KiB
C#
246 lines
9.8 KiB
C#
/*******************************************************************************************
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*
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* raylib [textures] example - framebuffer rendering
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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 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jack Boakes (@jackboakes) 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) 2026 Jack Boakes (@jackboakes)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Textures;
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public partial class FramebufferRendering : 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 splitWidth = screenWidth / 2;
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public string Name => "Textures / Framebuffer Rendering";
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public string Title => "raylib [textures] example - framebuffer rendering";
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public bool CursorDisabled => true;
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private Camera3D subjectCamera;
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private Camera3D observerCamera;
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private RenderTexture2D observerTarget;
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private Rectangle observerSource;
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private Rectangle observerDest;
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private RenderTexture2D subjectTarget;
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private Rectangle subjectSource;
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private Rectangle subjectDest;
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private float textureAspectRatio;
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private const float captureSize = 128.0f;
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private Rectangle cropSource;
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private Rectangle cropDest;
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public void Init()
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{
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// Camera to look at the 3D world
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subjectCamera = new Camera3D();
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subjectCamera.Position = new Vector3(5.0f, 5.0f, 5.0f);
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subjectCamera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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subjectCamera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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subjectCamera.FovY = 45.0f;
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subjectCamera.Projection = CameraProjection.Perspective;
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// Camera to observe the subject camera and 3D world
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observerCamera = new Camera3D();
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observerCamera.Position = new Vector3(10.0f, 10.0f, 10.0f);
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observerCamera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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observerCamera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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observerCamera.FovY = 45.0f;
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observerCamera.Projection = CameraProjection.Perspective;
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// Set up render textures
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observerTarget = LoadRenderTexture(splitWidth, screenHeight);
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observerSource = new Rectangle(0.0f, 0.0f, observerTarget.Texture.Width, -observerTarget.Texture.Height);
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observerDest = new Rectangle(0.0f, 0.0f, splitWidth, screenHeight);
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subjectTarget = LoadRenderTexture(splitWidth, screenHeight);
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subjectSource = new Rectangle(0.0f, 0.0f, subjectTarget.Texture.Width, -subjectTarget.Texture.Height);
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subjectDest = new Rectangle(splitWidth, 0.0f, splitWidth, screenHeight);
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textureAspectRatio = (float)subjectTarget.Texture.Width / subjectTarget.Texture.Height;
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// Rectangles for cropping render texture
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cropSource = new Rectangle((subjectTarget.Texture.Width - captureSize) / 2.0f, (subjectTarget.Texture.Height - captureSize) / 2.0f, captureSize, -captureSize);
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cropDest = new Rectangle(splitWidth + 20.0f, 20.0f, captureSize, captureSize);
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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 observerCamera, CameraMode.Free);
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UpdateCamera(ref subjectCamera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.R))
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{
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observerCamera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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}
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// Build LHS observer view texture
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BeginTextureMode(observerTarget);
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ClearBackground(Color.RayWhite);
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BeginMode3D(observerCamera);
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DrawGrid(10, 1.0f);
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DrawCube(new Vector3(0.0f, 0.0f, 0.0f), 2.0f, 2.0f, 2.0f, Color.Gold);
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DrawCubeWires(new Vector3(0.0f, 0.0f, 0.0f), 2.0f, 2.0f, 2.0f, Color.Pink);
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DrawCameraPrism(subjectCamera, textureAspectRatio, Color.Green);
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EndMode3D();
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DrawText("Observer View", 10, observerTarget.Texture.Height - 30, 20, Color.Black);
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DrawText("WASD + Mouse to Move", 10, 10, 20, Color.DarkGray);
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DrawText("Scroll to Zoom", 10, 30, 20, Color.DarkGray);
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DrawText("R to Reset Observer Target", 10, 50, 20, Color.DarkGray);
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EndTextureMode();
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// Build RHS subject view texture
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BeginTextureMode(subjectTarget);
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ClearBackground(Color.RayWhite);
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BeginMode3D(subjectCamera);
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DrawCube(new Vector3(0.0f, 0.0f, 0.0f), 2.0f, 2.0f, 2.0f, Color.Gold);
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DrawCubeWires(new Vector3(0.0f, 0.0f, 0.0f), 2.0f, 2.0f, 2.0f, Color.Pink);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawRectangleLines((int)((subjectTarget.Texture.Width - captureSize) / 2.0f), (int)((subjectTarget.Texture.Height - captureSize) / 2.0f), (int)captureSize, (int)captureSize, Color.Green);
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DrawText("Subject View", 10, subjectTarget.Texture.Height - 30, 20, Color.Black);
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EndTextureMode();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.Black);
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// Draw observer texture LHS
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DrawTexturePro(observerTarget.Texture, observerSource, observerDest, new Vector2(0.0f, 0.0f), 0.0f, Color.White);
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// Draw subject texture RHS
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DrawTexturePro(subjectTarget.Texture, subjectSource, subjectDest, new Vector2(0.0f, 0.0f), 0.0f, Color.White);
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// Draw the small crop overlay on top
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DrawTexturePro(subjectTarget.Texture, cropSource, cropDest, new Vector2(0.0f, 0.0f), 0.0f, Color.White);
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DrawRectangleLinesEx(cropDest, 2, Color.Black);
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// Draw split screen divider line
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DrawLine(splitWidth, 0, splitWidth, screenHeight, Color.Black);
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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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UnloadRenderTexture(observerTarget);
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UnloadRenderTexture(subjectTarget);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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private static void DrawCameraPrism(Camera3D camera, float aspect, Color color)
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{
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float length = Vector3Distance(camera.Position, camera.Target);
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// Define the 4 corners of the camera's prism plane sliced at the target in Normalized Device Coordinates
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Vector3[] planeNDC =
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{
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new(-1.0f, -1.0f, 1.0f), // Bottom Left
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new( 1.0f, -1.0f, 1.0f), // Bottom Right
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new( 1.0f, 1.0f, 1.0f), // Top Right
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new(-1.0f, 1.0f, 1.0f) // Top Left
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};
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// Build the matrices
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Matrix4x4 view = GetCameraMatrix(camera);
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Matrix4x4 proj = MatrixPerspective(camera.FovY * DEG2RAD, aspect, 0.05f, length);
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// Combine view and projection so we can reverse the full camera transform
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Matrix4x4 viewProj = MatrixMultiply(view, proj);
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// Invert the view-projection matrix to unproject points from NDC space back into world space
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Matrix4x4 inverseViewProj = MatrixInvert(viewProj);
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// Transform the 4 plane corners from NDC into world space
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Vector3[] corners = new Vector3[4];
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for (int i = 0; i < 4; i++)
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{
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float x = planeNDC[i].X;
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float y = planeNDC[i].Y;
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float z = planeNDC[i].Z;
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// Multiply NDC position by the inverse view-projection matrix
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// This produces a homogeneous (x, y, z, w) position in world space
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float vx = inverseViewProj.M11 * x + inverseViewProj.M12 * y + inverseViewProj.M13 * z + inverseViewProj.M14;
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float vy = inverseViewProj.M21 * x + inverseViewProj.M22 * y + inverseViewProj.M23 * z + inverseViewProj.M24;
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float vz = inverseViewProj.M31 * x + inverseViewProj.M32 * y + inverseViewProj.M33 * z + inverseViewProj.M34;
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float vw = inverseViewProj.M41 * x + inverseViewProj.M42 * y + inverseViewProj.M43 * z + inverseViewProj.M44;
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corners[i] = new Vector3(vx / vw, vy / vw, vz / vw);
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}
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// Draw the far plane sliced at the target
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DrawLine3D(corners[0], corners[1], color);
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DrawLine3D(corners[1], corners[2], color);
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DrawLine3D(corners[2], corners[3], color);
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DrawLine3D(corners[3], corners[0], color);
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// Draw the prism lines from the far plane to the camera position
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for (int i = 0; i < 4; i++)
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{
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DrawLine3D(camera.Position, corners[i], color);
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}
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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 [textures] example - framebuffer rendering");
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SetTargetFPS(60);
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DisableCursor();
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//--------------------------------------------------------------------------------------
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var game = new FramebufferRendering();
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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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