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')
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@ -20,98 +20,124 @@
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class LoadingGltf
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public partial class LoadingGltf : 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 / Loading GLTF";
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public string Title => "raylib [models] example - loading gltf";
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private Camera3D camera;
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private Model model;
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private Vector3 position;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private int animIndex;
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private float animCurrentFrame;
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public unsafe 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(6.0f, 6.0f, 6.0f); // Camera position
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load model
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model = LoadModel("resources/models/gltf/robot.glb");
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position = new(0.0f, 0.0f, 0.0f); // Set model world position
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// Load model animations
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anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount);
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// Animation playing variables
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animIndex = 0; // Current animation playing
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animCurrentFrame = 0.0f; // Current animation frame
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Select current animation
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if (IsKeyPressed(KeyboardKey.Right))
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{
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animIndex = (animIndex + 1) % animCount;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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animIndex = (animIndex + animCount - 1) % animCount;
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}
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// Update model animation
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animCurrentFrame = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount;
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UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
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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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DrawModel(
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model,
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position,
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1f,
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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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DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 40, 20, Color.Maroon);
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DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadModelAnimations(anims, animCount); // Unload model animations data
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UnloadModel(model); // Unload model
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(6.0f, 6.0f, 6.0f);
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camera.Target = new Vector3(0.0f, 2.0f, 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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Model model = LoadModel("resources/models/gltf/robot.glb");
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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// Load animation data
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var anims = LoadModelAnimations("resources/models/gltf/robot.glb");
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// Animation playing variables
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int animIndex = 0;
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float animCurrentFrame = 0.0f;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new LoadingGltf();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.Right))
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{
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animIndex = (animIndex + 1) % anims.Length;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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animIndex = (animIndex + anims.Length - 1) % anims.Length;
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}
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// Update model animation
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animCurrentFrame = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount;
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UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
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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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DrawModel(
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model,
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position,
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1f,
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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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DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 40, 20, Color.Maroon);
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DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, Color.Gray);
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EndDrawing();
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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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UnloadModelAnimations(anims);
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UnloadModel(model);
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CloseWindow();
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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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