Watch
2
0
Fork
You've already forked raylib-cs
0

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:
tiger tiger tiger 2026-07-30 19:34:34 +02:00 committed by GitHub
commit 8c22e68c2a
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
236 changed files with 40405 additions and 10896 deletions

View file

@ -1,84 +1,108 @@
/*******************************************************************************************
*
* raylib [textures] example - Texture drawing
* raylib [shaders] example - texture rendering
*
* This example illustrates how to draw on a blank texture using a shader
* Example complexity rating: [] 2/4
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.0, last time updated with raylib 3.7
*
* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
* Example contributed by Michał Ciesielski (@ciessielski) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Michał Ciesielski and 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) 2019-2025 Michał Ciesielski (@ciessielski) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class TextureDrawing
public class TextureDrawing : IExample
{
const int GlslVersion = 330;
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 / Texture Drawing";
public string Title => "raylib [shaders] example - texture rendering";
private Texture2D texture;
private Shader shader;
private float time;
private int timeLoc;
public void Init()
{
var imBlank = GenImageColor(1024, 1024, Color.Blank);
texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/cubes_panning.fs");
time = 0.0f;
timeLoc = GetShaderLocation(shader, "uTime");
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
time = (float)GetTime();
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
DrawTexture(texture, 0, 0, Color.White); // Drawing BLANK texture, all rendering magic happens on shader
EndShaderMode(); // Disable our custom shader, return to default shader
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader);
UnloadTexture(texture);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture rendering");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
// Load blank texture to fill on shader
Image imBlank = GenImageColor(1024, 1024, Color.Blank);
Texture2D texture = LoadTextureFromImage(imBlank);
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/cubes_panning.fs");
float time = 0.0f;
int timeLoc = GetShaderLocation(shader, "uTime");
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new TextureDrawing();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
time = (float)GetTime();
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Enable our custom shader for next shapes/textures drawings
BeginShaderMode(shader);
// Drawing blank texture, all magic happens on shader
DrawTexture(texture, 0, 0, Color.White);
// Disable our custom shader, return to default shader
EndShaderMode();
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;