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')
This commit is contained in:
parent
b207e633ae
commit
8c22e68c2a
236 changed files with 40405 additions and 10896 deletions
282
Examples/Shaders/MandelbrotSet.cs
Normal file
282
Examples/Shaders/MandelbrotSet.cs
Normal file
|
|
@ -0,0 +1,282 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - mandelbrot set
|
||||
*
|
||||
* 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
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant)
|
||||
* Based on previous work by Josh Colclough (@joshcol9232)
|
||||
*
|
||||
* 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 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public partial class MandelbrotSet : 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 / Mandelbrot Set";
|
||||
|
||||
public string Title => "raylib [shaders] example - mandelbrot set";
|
||||
|
||||
// A few good interesting places
|
||||
private static readonly float[][] pointsOfInterest = new[]
|
||||
{
|
||||
new[] { -1.76826775f, -0.00422996283f, 28435.9238f },
|
||||
new[] { 0.322004497f, -0.0357099883f, 56499.7266f },
|
||||
new[] { -0.748880744f, -0.0562955774f, 9237.59082f },
|
||||
new[] { -1.78385007f, -0.0156200649f, 14599.5283f },
|
||||
new[] { -0.0985441282f, -0.924688697f, 26259.8535f },
|
||||
new[] { 0.317785531f, -0.0322612226f, 29297.9258f },
|
||||
};
|
||||
|
||||
private const float zoomSpeed = 1.01f;
|
||||
private const float offsetSpeedMul = 2.0f;
|
||||
|
||||
private const float startingZoom = 0.6f;
|
||||
private static readonly float[] startingOffset = { -0.5f, 0.0f };
|
||||
|
||||
private Shader shader;
|
||||
private RenderTexture2D target;
|
||||
private float[] offset;
|
||||
private float zoom;
|
||||
private int maxIterations;
|
||||
private float maxIterationsMultiplier;
|
||||
private int zoomLoc;
|
||||
private int offsetLoc;
|
||||
private int maxIterationsLoc;
|
||||
private bool showControls;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Load mandelbrot set shader
|
||||
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/mandelbrot_set.fs");
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
|
||||
offset = new[] { startingOffset[0], startingOffset[1] };
|
||||
zoom = startingZoom;
|
||||
|
||||
// Depending on the zoom the maximum number of iterations must be adapted to get more detail as we zoom in
|
||||
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
|
||||
#if BROWSER
|
||||
maxIterations = 43;
|
||||
maxIterationsMultiplier = 22.0f;
|
||||
#else
|
||||
maxIterations = 333;
|
||||
maxIterationsMultiplier = 166.5f;
|
||||
#endif
|
||||
|
||||
// Get variable (uniform) locations on the shader to connect with the program
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
zoomLoc = GetShaderLocation(shader, "zoom");
|
||||
offsetLoc = GetShaderLocation(shader, "offset");
|
||||
maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
|
||||
|
||||
// Upload the shader uniform values!
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
||||
Raylib.SetShaderValue(shader, maxIterationsLoc, maxIterations, ShaderUniformDataType.Int);
|
||||
|
||||
showControls = true; // Show controls
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
var updateShader = false;
|
||||
|
||||
// Press [1 - 6] to reset c to a point of interest
|
||||
if (IsKeyPressed(KeyboardKey.One) ||
|
||||
IsKeyPressed(KeyboardKey.Two) ||
|
||||
IsKeyPressed(KeyboardKey.Three) ||
|
||||
IsKeyPressed(KeyboardKey.Four) ||
|
||||
IsKeyPressed(KeyboardKey.Five) ||
|
||||
IsKeyPressed(KeyboardKey.Six))
|
||||
{
|
||||
var interestIndex = 0;
|
||||
if (IsKeyPressed(KeyboardKey.One))
|
||||
{
|
||||
interestIndex = 0;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Two))
|
||||
{
|
||||
interestIndex = 1;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Three))
|
||||
{
|
||||
interestIndex = 2;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Four))
|
||||
{
|
||||
interestIndex = 3;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Five))
|
||||
{
|
||||
interestIndex = 4;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Six))
|
||||
{
|
||||
interestIndex = 5;
|
||||
}
|
||||
|
||||
offset[0] = pointsOfInterest[interestIndex][0];
|
||||
offset[1] = pointsOfInterest[interestIndex][1];
|
||||
zoom = pointsOfInterest[interestIndex][2];
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// If "R" is pressed, reset zoom and offset
|
||||
if (IsKeyPressed(KeyboardKey.R))
|
||||
{
|
||||
offset[0] = startingOffset[0];
|
||||
offset[1] = startingOffset[1];
|
||||
zoom = startingZoom;
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.F1))
|
||||
{
|
||||
showControls = !showControls; // Toggle whether or not to show controls
|
||||
}
|
||||
|
||||
// Change number of max iterations with UP and DOWN keys
|
||||
// WARNING: Increasing the number of max iterations greatly impacts performance
|
||||
if (IsKeyPressed(KeyboardKey.Up))
|
||||
{
|
||||
maxIterationsMultiplier *= 1.4f;
|
||||
updateShader = true;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Down))
|
||||
{
|
||||
maxIterationsMultiplier /= 1.4f;
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// If either left or right button is pressed, zoom in/out
|
||||
if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
|
||||
{
|
||||
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
|
||||
zoom *= IsMouseButtonDown(MouseButton.Left) ? zoomSpeed : (1.0f / zoomSpeed);
|
||||
|
||||
var mousePos = GetMousePosition();
|
||||
Vector2 offsetVelocity;
|
||||
// Find the velocity at which to change the camera. Take the distance of the mouse
|
||||
// From the center of the screen as the direction, and adjust magnitude based on the current zoom
|
||||
offsetVelocity.X = (mousePos.X / (float)screenWidth - 0.5f) * offsetSpeedMul / zoom;
|
||||
offsetVelocity.Y = (mousePos.Y / (float)screenHeight - 0.5f) * offsetSpeedMul / zoom;
|
||||
|
||||
// Apply move velocity to camera
|
||||
offset[0] += GetFrameTime() * offsetVelocity.X;
|
||||
offset[1] += GetFrameTime() * offsetVelocity.Y;
|
||||
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// In case a parameter has been changed, update the shader values
|
||||
if (updateShader)
|
||||
{
|
||||
// As we zoom in, increase the number of max iterations to get more detail
|
||||
// Aproximate formula, but it works-ish
|
||||
maxIterations = (int)(MathF.Sqrt(2.0f * MathF.Sqrt(MathF.Abs(1.0f - MathF.Sqrt(37.5f * zoom)))) * maxIterationsMultiplier);
|
||||
|
||||
// Update the shader uniform values!
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
||||
Raylib.SetShaderValue(shader, maxIterationsLoc, maxIterations, ShaderUniformDataType.Int);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Using a render texture to draw Mandelbrot set
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
ClearBackground(Color.Black); // Clear the render texture
|
||||
|
||||
// Draw a rectangle in shader mode to be used as shader canvas
|
||||
// NOTE: Rectangle uses font white character texture coordinates,
|
||||
// So shader can not be applied here directly because input vertexTexCoord
|
||||
// Do not represent full screen coordinates (space where want to apply shader)
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.Black); // Clear screen background
|
||||
|
||||
// Draw the saved texture and rendered mandelbrot set with shader
|
||||
// NOTE: We do not invert texture on Y, already considered inside shader
|
||||
BeginShaderMode(shader);
|
||||
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
|
||||
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
|
||||
DrawTextureEx(target.Texture, new Vector2(0.0f, 0.0f), 0.0f, 1.0f, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
if (showControls)
|
||||
{
|
||||
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RayWhite);
|
||||
DrawText("Press F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
|
||||
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
|
||||
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, Color.RayWhite);
|
||||
DrawText("Press R to recenter the camera", 10, 75, 10, Color.RayWhite);
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new MandelbrotSet();
|
||||
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;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue