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raylib-cs/Examples/Models/LoadingVox.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

244 lines
9.1 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - loading vox
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2021-2025 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raymath;
using Examples.Shared;
namespace Examples.Models;
public partial class LoadingVox : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MaxVoxFiles = 4;
private const int MaxLights = 4;
#if BROWSER
private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Models / Loading VOX";
public string Title => "raylib [models] example - loading vox";
private static readonly string[] VoxFileNames =
{
"resources/models/vox/chr_knight.vox",
"resources/models/vox/chr_sword.vox",
"resources/models/vox/monu9.vox",
"resources/models/vox/fez.vox"
};
private Camera3D camera;
private Model[] models;
private int currentModel;
private Vector3 modelpos;
private Vector3 camerarot;
private Shader shader;
private Light[] lights;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Load MagicaVoxel files
models = new Model[MaxVoxFiles];
for (var i = 0; i < MaxVoxFiles; i++)
{
// Load VOX file and measure time
var t0 = GetTime() * 1000.0;
models[i] = LoadModel(VoxFileNames[i]);
var t1 = GetTime() * 1000.0;
TraceLog(TraceLogLevel.Info, $"[{VoxFileNames[i]}] Model file loaded in {t1 - t0:0.000} ms");
// Compute model translation matrix to center model on draw position (0, 0 , 0)
var bb = GetModelBoundingBox(models[i]);
Vector3 center = new();
center.X = bb.Min.X + ((bb.Max.X - bb.Min.X) / 2);
center.Z = bb.Min.Z + ((bb.Max.Z - bb.Min.Z) / 2);
var matTranslate = MatrixTranslate(-center.X, 0, -center.Z);
models[i].Transform = matTranslate;
}
currentModel = 0;
modelpos = new Vector3(0, 0, 0);
camerarot = new Vector3(0, 0, 0);
// Load voxel shader
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/voxel_lighting.vs",
$"resources/shaders/glsl{GlslVersion}/voxel_lighting.fs"
);
// Get some required shader locations
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
// NOTE: "matModel" location name is automatically assigned on shader loading,
// no need to get the location again if using that uniform name
//shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
// Ambient light level (some basic lighting)
var ambientLoc = GetShaderLocation(shader, "ambient");
Raylib.SetShaderValue(shader, ambientLoc, new[] { 0.1f, 0.1f, 0.1f, 1.0f }, ShaderUniformDataType.Vec4);
// Assign out lighting shader to model
for (var i = 0; i < MaxVoxFiles; i++)
{
for (var j = 0; j < models[i].MaterialCount; j++)
{
models[i].Materials[j].Shader = shader;
}
}
// Create lights
lights = new Light[MaxLights];
lights[0] = Rlights.CreateLight(0, LightType.Point, new Vector3(-20, 20, -20), Vector3.Zero, Color.Gray, shader);
lights[1] = Rlights.CreateLight(1, LightType.Point, new Vector3(20, -20, 20), Vector3.Zero, Color.Gray, shader);
lights[2] = Rlights.CreateLight(2, LightType.Point, new Vector3(-20, 20, 20), Vector3.Zero, Color.Gray, shader);
lights[3] = Rlights.CreateLight(3, LightType.Point, new Vector3(20, -20, -20), Vector3.Zero, Color.Gray, shader);
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MouseButton.Middle))
{
var mouseDelta = GetMouseDelta();
camerarot.X = mouseDelta.X * 0.05f;
camerarot.Y = mouseDelta.Y * 0.05f;
}
else
{
camerarot.X = 0;
camerarot.Y = 0;
}
// Update camere movement, custom controls
UpdateCameraPro(ref camera,
new Vector3(
(IsKeyDown(KeyboardKey.W) || IsKeyDown(KeyboardKey.Up) ? 0.1f : 0.0f) - (IsKeyDown(KeyboardKey.S) || IsKeyDown(KeyboardKey.Down) ? 0.1f : 0.0f), // Move forward-backward
(IsKeyDown(KeyboardKey.D) || IsKeyDown(KeyboardKey.Right) ? 0.1f : 0.0f) - (IsKeyDown(KeyboardKey.A) || IsKeyDown(KeyboardKey.Left) ? 0.1f : 0.0f), // Move right-left
0.0f), // Move up-down
camerarot, // Camera rotation
GetMouseWheelMove() * -2.0f); // Move to target (zoom)
// Cycle between models on mouse click
if (IsMouseButtonPressed(MouseButton.Left))
{
currentModel = (currentModel + 1) % MaxVoxFiles;
}
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
Raylib.SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], camera.Position, ShaderUniformDataType.Vec3);
// Update light values (actually, only enable/disable them)
for (var i = 0; i < MaxLights; i++)
{
Rlights.UpdateLightValues(shader, lights[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw 3D model
BeginMode3D(camera);
DrawModel(models[currentModel], modelpos, 1.0f, Color.White);
DrawGrid(10, 1.0f);
// Draw spheres to show where the lights are
for (var i = 0; i < MaxLights; i++)
{
if (lights[i].Enabled)
{
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
}
else
{
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
}
}
EndMode3D();
// Display info
DrawRectangle(10, 40, 340, 70, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 40, 340, 70, Fade(Color.DarkBlue, 0.5f));
DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, Color.Blue);
DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, Color.Blue);
DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, Color.Blue);
DrawText($"VOX model file: {GetFileName(VoxFileNames[currentModel])}", 10, 10, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// Unload models data (GPU VRAM)
for (var i = 0; i < MaxVoxFiles; i++)
{
UnloadModel(models[i]);
}
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new LoadingVox();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}