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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/*******************************************************************************************
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*
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* raylib [shaders] example - Hot reloading
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* raylib [shaders] example - hot reloading
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
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*
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* This example has been created using raylib 3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 3.0, last time updated with raylib 3.5
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*
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* Copyright (c) 2020 Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
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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.Shaders;
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public class HotReloading
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public class HotReloading : IExample
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{
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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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 => "Shaders / Hot Reloading";
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public string Title => "raylib [shaders] example - hot reloading";
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private string fragShaderFileName;
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private Shader shader;
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private int resolutionLoc;
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private int mouseLoc;
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private int timeLoc;
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private float[] resolution;
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private float totalTime;
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#if !BROWSER
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private long fragShaderFileModTime;
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private bool shaderAutoReloading;
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#endif
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public void Init()
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{
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fragShaderFileName = $"resources/shaders/glsl{GlslVersion}/reload.fs";
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#if !BROWSER
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fragShaderFileModTime = GetFileModTime(fragShaderFileName);
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#endif
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, fragShaderFileName);
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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resolution = new[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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totalTime = 0.0f;
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#if !BROWSER
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shaderAutoReloading = false;
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#endif
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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totalTime += GetFrameTime();
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var mouse = GetMousePosition();
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var mousePos = new[] { mouse.X, mouse.Y };
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
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#if !BROWSER
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
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{
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var currentFragShaderModTime = GetFileModTime(fragShaderFileName);
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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var updatedShader = LoadShader(null, fragShaderFileName);
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// It was correctly loaded
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if (updatedShader.Id != Rlgl.GetShaderIdDefault())
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{
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UnloadShader(shader);
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shader = updatedShader;
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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// Reset required uniforms
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Raylib.SetShaderValue(
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shader,
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resolutionLoc,
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resolution,
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ShaderUniformDataType.Vec2
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);
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}
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fragShaderFileModTime = currentFragShaderModTime;
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}
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}
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if (IsKeyPressed(KeyboardKey.A))
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{
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shaderAutoReloading = !shaderAutoReloading;
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}
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#endif
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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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// We only draw a white full-screen rectangle, frame is generated in shader
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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#if BROWSER
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DrawText("Shader generates the frame in real time", 10, 10, 10, Color.Black);
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#else
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var info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
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DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
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if (!shaderAutoReloading)
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{
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DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
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}
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var lastModification = DateTimeOffset.FromUnixTimeSeconds(fragShaderFileModTime).LocalDateTime.ToString();
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DrawText($"Shader last modification: {lastModification}", 10, 430, 10, Color.Black);
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#endif
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadShader(shader);
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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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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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string fragShaderFileName = "resources/shaders/glsl330/reload.fs";
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long fragShaderFileModTime = GetFileModTime(fragShaderFileName);
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(null, fragShaderFileName);
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// Get shader locations for required uniforms
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int mouseLoc = GetShaderLocation(shader, "mouse");
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int timeLoc = GetShaderLocation(shader, "time");
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float[] resolution = new[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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float totalTime = 0.0f;
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bool shaderAutoReloading = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new HotReloading();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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totalTime += GetFrameTime();
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Vector2 mouse = GetMousePosition();
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float[] mousePos = new[] { mouse.X, mouse.Y };
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
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{
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long currentFragShaderModTime = GetFileModTime(fragShaderFileName);
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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Shader updatedShader = LoadShader(null, fragShaderFileName);
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// It was correctly loaded
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if (updatedShader.Id != 0) //rlGetShaderIdDefault())
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{
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UnloadShader(shader);
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shader = updatedShader;
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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// Reset required uniforms
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Raylib.SetShaderValue(
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shader,
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resolutionLoc,
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resolution,
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ShaderUniformDataType.Vec2
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);
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}
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fragShaderFileModTime = currentFragShaderModTime;
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}
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}
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if (IsKeyPressed(KeyboardKey.A))
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{
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shaderAutoReloading = !shaderAutoReloading;
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}
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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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// We only draw a white full-screen rectangle, frame is generated in shader
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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string info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
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DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
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if (!shaderAutoReloading)
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{
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DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
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}
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// DrawText($"Shader last modification: ", 10, 430, 10, Color.BLACK);
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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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UnloadShader(shader);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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