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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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@ -1,112 +1,94 @@
/*******************************************************************************************
*
* raylib [shaders] example - rlgl module usage for instanced meshes
* raylib [shaders] example - mesh instancing
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
* Example complexity rating: [] 4/4
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 3.7, last time updated with raylib 4.2
*
* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
* Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 @seanpringle
* 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) 2020-2025 seanpringle (@seanpringle), Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using Examples.Shared;
namespace Examples.Shaders;
public class MeshInstancing
public class MeshInstancing : IExample
{
public static int Main()
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
private const int MaxInstances = 10000;
public string Name => "Shaders / Mesh Instancing";
public string Title => "raylib [shaders] example - mesh instancing";
private Camera3D camera;
private Mesh cube;
private Matrix4x4[] transforms;
private Shader shader;
private Material matInstances;
private Material matDefault;
public unsafe void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int fps = 60;
// Enable Multi Sampling Anti Aliasing 4x (if available)
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
// Speed of jump animation
int speed = 30;
// Count of separate groups jumping around
int groups = 2;
// Maximum amplitude of jump
float amp = 10;
// Global variance in jump height
float variance = 0.8f;
// Individual cube's computed loop timer
float loop = 0.0f;
// Used for various 3D coordinate & vector ops
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(-125.0f, 125.0f, -125.0f);
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;
camera = new();
camera.Position = new Vector3(-125.0f, 125.0f, -125.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Number of instances to display
const int instances = 10000;
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
// Define mesh to be instanced
cube = GenMeshCube(1.0f, 1.0f, 1.0f);
// Rotation state of instances
Matrix4x4[] rotations = new Matrix4x4[instances];
// Per-frame rotation animation of instances
Matrix4x4[] rotationsInc = new Matrix4x4[instances];
// Locations of instances
Matrix4x4[] translations = new Matrix4x4[instances];
// Define transforms to be uploaded to GPU for instances
transforms = new Matrix4x4[MaxInstances]; // Pre-multiplied transformations passed to rlgl
// Scatter random cubes around
for (int i = 0; i < instances; i++)
// Translate and rotate cubes randomly
for (var i = 0; i < MaxInstances; i++)
{
x = GetRandomValue(-50, 50);
y = GetRandomValue(-50, 50);
z = GetRandomValue(-50, 50);
translations[i] = Matrix4x4.CreateTranslation(x, y, z);
x = GetRandomValue(0, 360);
y = GetRandomValue(0, 360);
z = GetRandomValue(0, 360);
Vector3 axis = Vector3.Normalize(new Vector3(x, y, z));
float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
rotationsInc[i] = Matrix4x4.CreateFromAxisAngle(axis, angle);
rotations[i] = Matrix4x4.Identity;
}
// Pre-multiplied transformations passed to rlgl
Matrix4x4[] transforms = new Matrix4x4[instances];
Shader shader = LoadShader(
"resources/shaders/glsl330/lighting_instancing.vs",
"resources/shaders/glsl330/lighting.fs"
);
// Get some shader loactions
unsafe
{
int* locs = (int*)shader.Locs;
locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocationAttrib(
shader,
"instanceTransform"
var translation = Matrix4x4.CreateTranslation(
GetRandomValue(-50, 50),
GetRandomValue(-50, 50),
GetRandomValue(-50, 50)
);
var axis = Vector3.Normalize(new Vector3(
GetRandomValue(0, 360),
GetRandomValue(0, 360),
GetRandomValue(0, 360)
));
var angle = GetRandomValue(0, 180) * DEG2RAD;
var rotation = Matrix4x4.CreateFromAxisAngle(axis, angle);
transforms[i] = Matrix4x4.Transpose(Matrix4x4.Multiply(rotation, translation));
}
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
// Load lighting shader
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/lighting_instancing.vs",
$"resources/shaders/glsl{GlslVersion}/lighting.fs"
);
// Get shader locations
shader.Locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
// Set shader value: ambient light level
var ambientLoc = GetShaderLocation(shader, "ambient");
Raylib.SetShaderValue(
shader,
ambientLoc,
@ -114,211 +96,105 @@ public class MeshInstancing
ShaderUniformDataType.Vec4
);
// Create one light
Rlights.CreateLight(
0,
LightType.Directorional,
new Vector3(50, 50, 0),
new Vector3(50.0f, 50.0f, 0.0f),
Vector3.Zero,
Color.White,
shader
);
Material material = LoadMaterialDefault();
material.Shader = shader;
unsafe
{
material.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
}
// NOTE: We are assigning the intancing shader to material.shader
// to be used on mesh drawing with DrawMeshInstanced()
matInstances = LoadMaterialDefault();
matInstances.Shader = shader;
matInstances.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
int textPositionY = 300;
// Load default material (using raylib intenral default shader) for non-instanced mesh drawing
// WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
// when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
matDefault = LoadMaterialDefault();
matDefault.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Blue;
}
// Simple frames counter to manage animation
int framesCounter = 0;
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
SetTargetFPS(fps);
// Update the light shader with the camera view position
float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.VectorView],
cameraPos,
ShaderUniformDataType.Vec3
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw cube mesh with default material (BLUE)
DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(-10.0f, 0.0f, 0.0f)));
// Draw meshes instanced using material containing instancing shader (RED + lighting),
// transforms[] for the instances should be provided, they are dynamically
// updated in GPU every frame, so we can animate the different mesh instances
DrawMeshInstanced(cube, matInstances, transforms, MaxInstances);
// Draw cube mesh with default material (BLUE)
DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(10.0f, 0.0f, 0.0f)));
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// Detach shader so UnloadMaterial does not also unload it, then free everything.
matInstances.Shader = new();
UnloadMaterial(matInstances);
UnloadMaterial(matDefault);
UnloadMesh(cube);
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new MeshInstancing();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
textPositionY = 300;
framesCounter += 1;
if (IsKeyDown(KeyboardKey.Up))
{
amp += 0.5f;
}
if (IsKeyDown(KeyboardKey.Down))
{
amp = (amp <= 1) ? 1.0f : (amp - 1.0f);
}
if (IsKeyDown(KeyboardKey.Left))
{
variance = (variance <= 0.0f) ? 0.0f : (variance - 0.01f);
}
if (IsKeyDown(KeyboardKey.Right))
{
variance = (variance >= 1.0f) ? 1.0f : (variance + 0.01f);
}
if (IsKeyDown(KeyboardKey.One))
{
groups = 1;
}
if (IsKeyDown(KeyboardKey.Two))
{
groups = 2;
}
if (IsKeyDown(KeyboardKey.Three))
{
groups = 3;
}
if (IsKeyDown(KeyboardKey.Four))
{
groups = 4;
}
if (IsKeyDown(KeyboardKey.Five))
{
groups = 5;
}
if (IsKeyDown(KeyboardKey.Six))
{
groups = 6;
}
if (IsKeyDown(KeyboardKey.Seven))
{
groups = 7;
}
if (IsKeyDown(KeyboardKey.Eight))
{
groups = 8;
}
if (IsKeyDown(KeyboardKey.Nine))
{
groups = 9;
}
if (IsKeyDown(KeyboardKey.W))
{
groups = 7;
amp = 25;
speed = 18;
variance = 0.70f;
}
if (IsKeyDown(KeyboardKey.Equal))
{
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
}
if (IsKeyDown(KeyboardKey.KpAdd))
{
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
}
if (IsKeyDown(KeyboardKey.Minus))
{
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
}
if (IsKeyDown(KeyboardKey.KpSubtract))
{
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
}
// Update the light shader with the camera view position
float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
Raylib.SetShaderValue(
shader,
(int)ShaderLocationIndex.VectorView,
cameraPos,
ShaderUniformDataType.Vec3
);
// Apply per-instance transformations
for (int i = 0; i < instances; i++)
{
rotations[i] = Matrix4x4.Multiply(rotations[i], rotationsInc[i]);
transforms[i] = Matrix4x4.Multiply(rotations[i], translations[i]);
// Get the animation cycle's framesCounter for this instance
loop = (float)((framesCounter + (int)(((float)(i % groups) / groups) * speed)) % speed) / speed;
// Calculate the y according to loop cycle
y = (MathF.Sin(loop * MathF.PI * 2)) * amp * ((1 - variance) + (variance * (float)(i % (groups * 10)) / (groups * 10)));
// Clamp to floor
y = (y < 0) ? 0.0f : y;
transforms[i] = Matrix4x4.Multiply(transforms[i], Matrix4x4.CreateTranslation(0.0f, y, 0.0f));
transforms[i] = Matrix4x4.Transpose(transforms[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawMeshInstanced(cube, material, transforms, instances);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, Color.Maroon);
DrawText("PRESS KEYS:", 10, textPositionY, 20, Color.Black);
DrawText("1 - 9", 10, textPositionY += 25, 10, Color.Black);
DrawText(": Number of groups", 50, textPositionY, 10, Color.Black);
DrawText($": {groups}", 160, textPositionY, 10, Color.Black);
DrawText("UP", 10, textPositionY += 15, 10, Color.Black);
DrawText(": increase amplitude", 50, textPositionY, 10, Color.Black);
DrawText($": {amp}%.2f", 160, textPositionY, 10, Color.Black);
DrawText("DOWN", 10, textPositionY += 15, 10, Color.Black);
DrawText(": decrease amplitude", 50, textPositionY, 10, Color.Black);
DrawText("LEFT", 10, textPositionY += 15, 10, Color.Black);
DrawText(": decrease variance", 50, textPositionY, 10, Color.Black);
DrawText($": {variance}.2f", 160, textPositionY, 10, Color.Black);
DrawText("RIGHT", 10, textPositionY += 15, 10, Color.Black);
DrawText(": increase variance", 50, textPositionY, 10, Color.Black);
DrawText("+/=", 10, textPositionY += 15, 10, Color.Black);
DrawText(": increase speed", 50, textPositionY, 10, Color.Black);
DrawText($": {speed} = {((float)fps / speed)} loops/sec", 160, textPositionY, 10, Color.Black);
DrawText("-", 10, textPositionY += 15, 10, Color.Black);
DrawText(": decrease speed", 50, textPositionY, 10, Color.Black);
DrawText("W", 10, textPositionY += 15, 10, Color.Black);
DrawText(": Wild setup!", 50, textPositionY, 10, Color.Black);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;