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raylib-cs/Examples/Models/ModelCubeTexture.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* 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')
2026-07-30 18:34:34 +01:00

333 lines
13 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - textured cube
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Models;
public partial class ModelCubeTexture : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Models / Model Cube Texture";
public string Title => "raylib [models] example - textured cube";
private Camera3D camera;
private Texture2D texture;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
// Load texture to be applied to the cubes sides
texture = LoadTexture("resources/cubicmap_atlas.png");
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw cube with an applied texture
DrawCubeTexture(texture, new Vector3(-2.0f, 2.0f, 0.0f), 2.0f, 4.0f, 2.0f, Color.White);
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
DrawCubeTextureRec(
texture,
new Rectangle(0, texture.Height / 2, texture.Width / 2, texture.Height / 2),
new Vector3(2.0f, 1.0f, 0.0f),
2.0f,
2.0f,
2.0f,
Color.White
);
DrawGrid(10, 1.0f);
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texture);
}
// Draw cube textured
// NOTE: Cube position is the center position
private static void DrawCubeTexture(
Texture2D texture,
Vector3 position,
float width,
float height,
float length,
Color color
)
{
var x = position.X;
var y = position.Y;
var z = position.Z;
// Set desired texture to be enabled while drawing following vertex data
Rlgl.SetTexture(texture.Id);
// Vertex data transformation can be defined with the commented lines,
// but in this example we calculate the transformed vertex data directly when calling Rlgl.Vertex3f()
// Rlgl.PushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
// Rlgl.Translatef(2.0f, 0.0f, 0.0f);
// Rlgl.Rotatef(45, 0, 1, 0);
// Rlgl.Scalef(2.0f, 2.0f, 2.0f);
Rlgl.Begin(DrawMode.Quads);
Rlgl.Color4ub(color.R, color.G, color.B, color.A);
// Front Face
// Normal Pointing Towards Viewer
Rlgl.Normal3f(0.0f, 0.0f, 1.0f);
Rlgl.TexCoord2f(0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f(1.0f, 0.0f);
// Bottom Right Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f(1.0f, 1.0f);
// Top Right Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(0.0f, 1.0f);
// Top Left Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
// Back Face
// Normal Pointing Away From Viewer
Rlgl.Normal3f(0.0f, 0.0f, -1.0f);
Rlgl.TexCoord2f(1.0f, 0.0f);
// Bottom Right Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(1.0f, 1.0f);
// Top Right Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(0.0f, 1.0f);
// Top Left Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
// Top Face
// Normal Pointing Up
Rlgl.Normal3f(0.0f, 1.0f, 0.0f);
Rlgl.TexCoord2f(0.0f, 1.0f);
// Top Left Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(1.0f, 0.0f);
// Bottom Right Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(1.0f, 1.0f);
// Top Right Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
// Bottom Face
// Normal Pointing Down
Rlgl.Normal3f(0.0f, -1.0f, 0.0f);
Rlgl.TexCoord2f(1.0f, 1.0f);
// Top Right Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(0.0f, 1.0f);
// Top Left Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f(1.0f, 0.0f);
// Bottom Right Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
// Right face
// Normal Pointing Right
Rlgl.Normal3f(1.0f, 0.0f, 0.0f);
Rlgl.TexCoord2f(1.0f, 0.0f);
// Bottom Right Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(1.0f, 1.0f);
// Top Right Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(0.0f, 1.0f);
// Top Left Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
// Left Face
// Normal Pointing Left
Rlgl.Normal3f(-1.0f, 0.0f, 0.0f);
Rlgl.TexCoord2f(0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(1.0f, 0.0f);
// Bottom Right Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f(1.0f, 1.0f);
// Top Right Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(0.0f, 1.0f);
// Top Left Of The Texture and Quad
Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
Rlgl.End();
//rlPopMatrix();
Rlgl.SetTexture(0);
}
// Draw cube with texture piece applied to all faces
private static void DrawCubeTextureRec(
Texture2D texture,
Rectangle source,
Vector3 position,
float width,
float height,
float length,
Color color
)
{
var x = position.X;
var y = position.Y;
var z = position.Z;
var texWidth = (float)texture.Width;
var texHeight = (float)texture.Height;
// Set desired texture to be enabled while drawing following vertex data
Rlgl.SetTexture(texture.Id);
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
// It means converting from (tex.Width, tex.Height) coordinates to [0.0f, 1.0f] equivalent
Rlgl.Begin(DrawMode.Quads);
Rlgl.Color4ub(color.R, color.G, color.B, color.A);
// Front face
Rlgl.Normal3f(0.0f, 0.0f, 1.0f);
Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
// Back face
Rlgl.Normal3f(0.0f, 0.0f, -1.0f);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
// Top face
Rlgl.Normal3f(0.0f, 1.0f, 0.0f);
Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
// Bottom face
Rlgl.Normal3f(0.0f, -1.0f, 0.0f);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
// Right face
Rlgl.Normal3f(1.0f, 0.0f, 0.0f);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x + width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x + width / 2, y + height / 2, z - length / 2);
Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x + width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x + width / 2, y - height / 2, z + length / 2);
// Left face
Rlgl.Normal3f(-1.0f, 0.0f, 0.0f);
Rlgl.TexCoord2f(source.X / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x - width / 2, y - height / 2, z - length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, (source.Y + source.Height) / texHeight);
Rlgl.Vertex3f(x - width / 2, y - height / 2, z + length / 2);
Rlgl.TexCoord2f((source.X + source.Width) / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x - width / 2, y + height / 2, z + length / 2);
Rlgl.TexCoord2f(source.X / texWidth, source.Y / texHeight);
Rlgl.Vertex3f(x - width / 2, y + height / 2, z - length / 2);
Rlgl.End();
Rlgl.SetTexture(0);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - textured cube");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new ModelCubeTexture();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}