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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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/*******************************************************************************************
*
* raylib [shaders] example - texture tiling
*
* Example complexity rating: [] 2/4
*
* Example demonstrates how to tile a texture on a 3D model using raylib
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Luis Almeida (@luis605) and reviewed by 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) 2023-2025 Luis Almeida (@luis605)
*
********************************************************************************************/
namespace Examples.Shaders;
public class TextureTiling : 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 / Texture Tiling";
public string Title => "raylib [shaders] example - texture tiling";
public bool CursorDisabled => true;
private Camera3D camera;
private Model model;
private Texture2D texture;
private Shader shader;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.5f, 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
// Load a cube model
var cube = GenMeshCube(1.0f, 1.0f, 1.0f);
model = LoadModelFromMesh(cube);
// Load a texture and assign to cube model
texture = LoadTexture("resources/cubicmap_atlas.png");
model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = texture;
// Set the texture tiling using a shader
var tiling = new[] { 3.0f, 3.0f };
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/tiling.fs");
SetTextureWrap(texture, TextureWrap.Repeat);
Raylib.SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, ShaderUniformDataType.Vec2);
model.Materials[0].Shader = shader;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
if (IsKeyPressed(KeyboardKey.Z))
{
camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(model, new Vector3(0.0f, 0.0f, 0.0f), 2.0f, Color.White);
EndShaderMode();
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use mouse to rotate the camera", 10, 10, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(model); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new TextureTiling();
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;
}
}