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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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/*******************************************************************************************
*
* raylib [shaders] example - depth rendering
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Luís Almeida (@luis605) 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) 2025 Luís Almeida (@luis605)
*
********************************************************************************************/
namespace Examples.Shaders;
public class DepthRendering : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Depth Rendering";
public string Title => "raylib [shaders] example - depth rendering";
public bool CursorDisabled => true;
private Camera3D camera;
private RenderTexture2D target;
private Shader depthShader;
private int depthLoc;
private Model cube;
private Model floor;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(4.0f, 1.0f, 5.0f);
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 render texture with a depth texture attached
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Load depth shader and get depth texture shader location
depthShader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/depth_render.fs");
depthLoc = GetShaderLocation(depthShader, "depthTexture");
var flipTextureLoc = GetShaderLocation(depthShader, "flipY");
Raylib.SetShaderValue(depthShader, flipTextureLoc, 1, ShaderUniformDataType.Int); // Flip Y texture
// Load scene models
cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(Color.White);
BeginMode3D(camera);
DrawModel(cube, new Vector3(0.0f, 0.0f, 0.0f), 3.0f, Color.Yellow);
DrawModel(floor, new Vector3(10.0f, 0.0f, 2.0f), 2.0f, Color.Red);
EndMode3D();
EndTextureMode();
// Draw into screen (main framebuffer)
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(depthShader);
SetShaderValueTexture(depthShader, depthLoc, target.Depth);
DrawTexture(target.Depth, 0, 0, Color.White);
EndShaderMode();
DrawRectangle(10, 10, 320, 93, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 320, 93, Color.Blue);
DrawText("Camera Controls:", 20, 20, 10, Color.Black);
DrawText("- WASD to move", 40, 40, 10, Color.DarkGray);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DarkGray);
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(cube); // Unload model
UnloadModel(floor); // Unload model
UnloadRenderTextureDepthTex(target);
UnloadShader(depthShader); // Unload shader
}
// Load custom render texture, create a writable depth texture buffer
private static unsafe RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
{
RenderTexture2D target = new();
// Load an empty framebuffer
target.Id = Rlgl.LoadFramebuffer();
if (target.Id > 0)
{
Rlgl.EnableFramebuffer(target.Id);
// Create color texture (default to RGBA)
target.Texture.Id = Rlgl.LoadTexture(
null,
width,
height,
PixelFormat.UncompressedR8G8B8A8,
1
);
target.Texture.Width = width;
target.Texture.Height = height;
target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
target.Texture.Mipmaps = 1;
// Create depth texture buffer (instead of raylib default renderbuffer)
target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
target.Depth.Width = width;
target.Depth.Height = height;
target.Depth.Format = PixelFormat.CompressedPvrtRgba; // DEPTH_COMPONENT_24BIT: Not defined in raylib
target.Depth.Mipmaps = 1;
// Attach color texture and depth texture to FBO
Rlgl.FramebufferAttach(
target.Id,
target.Texture.Id,
FramebufferAttachType.ColorChannel0,
FramebufferAttachTextureType.Texture2D,
0
);
Rlgl.FramebufferAttach(
target.Id,
target.Depth.Id,
FramebufferAttachType.Depth,
FramebufferAttachTextureType.Texture2D,
0
);
// Check if fbo is complete with attachments (valid)
if (Rlgl.FramebufferComplete(target.Id) != 0)
{
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
}
Rlgl.DisableFramebuffer();
}
else
{
TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
}
return target;
}
// Unload render texture from GPU memory (VRAM)
private static void UnloadRenderTextureDepthTex(RenderTexture2D target)
{
if (target.Id > 0)
{
// Color texture attached to FBO is deleted
Rlgl.UnloadTexture(target.Texture.Id);
Rlgl.UnloadTexture(target.Depth.Id);
// NOTE: Depth texture is automatically
// queried and deleted before deleting framebuffer
Rlgl.UnloadFramebuffer(target.Id);
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DepthRendering();
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;
}
}