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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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@ -1,52 +1,60 @@
/*******************************************************************************************
*
* raylib [shaders] example - fog
* raylib [shaders] example - fog rendering
*
* Example complexity rating: [] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.7
*
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
*
* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* This is based on the PBR lighting example, but greatly simplified to aid learning...
* actually there is very little of the PBR example left!
* When I first looked at the bewildering complexity of the PBR example I feared
* I would never understand how I could do simple lighting with raylib however its
* a testement to the authors of raylib (including rlights.h) that the example
* came together fairly quickly.
*
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
using Examples.Shared;
namespace Examples.Shaders;
public class Fog
public class Fog : IExample
{
public unsafe static int Main()
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shaders / Fog";
public string Title => "raylib [shaders] example - fog rendering";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Model modelA;
private Model modelB;
private Model modelC;
private Texture2D texture;
private Shader shader;
private int fogDensityLoc;
private float fogDensity;
public unsafe void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Enable Multi Sampling Anti Aliasing 4x (if available)
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
// Define the camera to look into our 3d world
Camera3D camera = new();
camera = new();
camera.Position = new Vector3(2.0f, 2.0f, 6.0f);
camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
@ -54,10 +62,10 @@ public class Fog
camera.Projection = CameraProjection.Perspective;
// Load models and texture
Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
Texture2D texture = LoadTexture("resources/texel_checker.png");
modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
texture = LoadTexture("resources/texel_checker.png");
// Assign texture to default model material
Raylib.SetMaterialTexture(ref modelA, 0, MaterialMapIndex.Albedo, ref texture);
@ -65,12 +73,15 @@ public class Fog
Raylib.SetMaterialTexture(ref modelC, 0, MaterialMapIndex.Albedo, ref texture);
// Load shader and set up some uniforms
Shader shader = LoadShader("resources/shaders/glsl330/lighting.vs", "resources/shaders/glsl330/fog.fs");
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/lighting.vs",
$"resources/shaders/glsl{GlslVersion}/fog.fs"
);
shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
var ambientLoc = GetShaderLocation(shader, "ambient");
Raylib.SetShaderValue(
shader,
ambientLoc,
@ -78,8 +89,12 @@ public class Fog
ShaderUniformDataType.Vec4
);
float fogDensity = 0.15f;
int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
var fogColor = ColorNormalize(Color.Gray);
var fogColorLoc = GetShaderLocation(shader, "fogColor");
Raylib.SetShaderValue(shader, fogColorLoc, fogColor, ShaderUniformDataType.Vec4);
fogDensity = 0.15f;
fogDensityLoc = GetShaderLocation(shader, "fogDensity");
Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float);
// NOTE: All models share the same shader
@ -89,90 +104,112 @@ public class Fog
// Using just 1 point lights
Rlights.CreateLight(0, LightType.Point, new Vector3(0, 2, 6), Vector3.Zero, Color.White, shader);
}
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
// Main game loop
while (!WindowShouldClose())
if (IsKeyDown(KeyboardKey.Up))
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
if (IsKeyDown(KeyboardKey.Up))
fogDensity += 0.001f;
if (fogDensity > 1.0f)
{
fogDensity += 0.001f;
if (fogDensity > 1.0f)
{
fogDensity = 1.0f;
}
fogDensity = 1.0f;
}
if (IsKeyDown(KeyboardKey.Down))
{
fogDensity -= 0.001f;
if (fogDensity < 0.0f)
{
fogDensity = 0.0f;
}
}
Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float);
// Rotate the torus
modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateX(-0.025f));
modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateZ(0.012f));
// Update the light shader with the camera view position
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.VectorView],
camera.Position,
ShaderUniformDataType.Vec3
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Gray);
BeginMode3D(camera);
// Draw the three models
DrawModel(modelA, Vector3.Zero, 1.0f, Color.White);
DrawModel(modelB, new Vector3(-2.6f, 0, 0), 1.0f, Color.White);
DrawModel(modelC, new Vector3(2.6f, 0, 0), 1.0f, Color.White);
for (int i = -20; i < 20; i += 2)
{
DrawModel(modelA, new Vector3(i, 0, 2), 1.0f, Color.White);
}
EndMode3D();
DrawText(
$"Use up/down to change fog density [{fogDensity:F2}]",
10,
10,
20,
Color.RayWhite
);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Down))
{
fogDensity -= 0.001f;
if (fogDensity < 0.0f)
{
fogDensity = 0.0f;
}
}
Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float);
// Rotate the torus
modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateX(-0.025f));
modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateZ(0.012f));
// Update the light shader with the camera view position
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.VectorView],
camera.Position,
ShaderUniformDataType.Vec3
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Gray);
BeginMode3D(camera);
// Draw the three models
DrawModel(modelA, Vector3.Zero, 1.0f, Color.White);
DrawModel(modelB, new Vector3(-2.6f, 0, 0), 1.0f, Color.White);
DrawModel(modelC, new Vector3(2.6f, 0, 0), 1.0f, Color.White);
for (var i = -20; i < 20; i += 2)
{
DrawModel(modelA, new Vector3(i, 0, 2), 1.0f, Color.White);
}
EndMode3D();
DrawText(
$"Use KEY_UP/KEY_DOWN to change fog density [{fogDensity:F2}]",
10,
10,
20,
Color.RayWhite
);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(modelA);
UnloadModel(modelB);
UnloadModel(modelC);
UnloadTexture(texture);
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
// Enable Multi Sampling Anti Aliasing 4x (if available)
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog rendering");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new Fog();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------