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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@ -1,48 +1,60 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Texture drawing
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* raylib [shaders] example - texture outline
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*
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* This example illustrates how to draw on a blank texture using a shader
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* Example complexity rating: [★★★☆] 3/4
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*
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* This example has been created using raylib 2.0 (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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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
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* Example contributed by Serenity Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
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*
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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) 2021-2025 Serenity Skiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class TextureOutline
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public class TextureOutline : IExample
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{
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const int GLSL_VERSION = 330;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public static int Main()
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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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public string Name => "Shaders / Texture Outline";
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public string Title => "raylib [shaders] example - texture outline";
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private Texture2D texture;
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private Shader shdrOutline;
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private float outlineSize;
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private int outlineSizeLoc;
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public void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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texture = LoadTexture("resources/fudesumi.png");
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shdrOutline = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/outline.fs");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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outlineSize = 2.0f;
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Texture2D texture = LoadTexture("resources/fudesumi.png");
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Shader shdrOutline = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/outline.fs");
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float outlineSize = 2.0f;
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// Normalized red color
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float[] outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
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// Normalized RED color
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var outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
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float[] textureSize = { (float)texture.Width, (float)texture.Height };
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// Get shader locations
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int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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var outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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var textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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Raylib.SetShaderValue(
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textureSize,
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ShaderUniformDataType.Vec2
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);
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}
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SetTargetFPS(60);
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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outlineSize += GetMouseWheelMove();
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if (outlineSize < 1.0f)
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{
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outlineSize = 1.0f;
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}
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Raylib.SetShaderValue(
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shdrOutline,
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outlineSizeLoc,
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outlineSize,
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ShaderUniformDataType.Float
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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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BeginShaderMode(shdrOutline);
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DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.White);
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EndShaderMode();
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.Gray);
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DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, Color.Gray);
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DrawText($"Outline size: {(int)outlineSize} px", 10, 120, 20, Color.Maroon);
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DrawFPS(710, 10);
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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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UnloadTexture(texture);
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UnloadShader(shdrOutline);
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new TextureOutline();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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outlineSize += GetMouseWheelMove();
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if (outlineSize < 1.0f)
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{
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outlineSize = 1.0f;
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}
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Raylib.SetShaderValue(
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shdrOutline,
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outlineSizeLoc,
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outlineSize,
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ShaderUniformDataType.Float
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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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BeginShaderMode(shdrOutline);
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DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.White);
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EndShaderMode();
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.Gray);
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DrawText($"Outline size: {outlineSize} px", 10, 120, 20, Color.Maroon);
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DrawFPS(710, 10);
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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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UnloadTexture(texture);
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UnloadShader(shdrOutline);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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