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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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@ -2,114 +2,145 @@
*
* raylib [textures] example - blend modes
*
* Example complexity rating: [] 1/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* 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 3.5, last time updated with raylib 3.5
*
* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Karlo Licudine (@accidentalrebel)
* 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 Karlo Licudine (@accidentalrebel)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class BlendModes
public partial class BlendModes : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int blendCountMax = 4;
public string Name => "Textures / Blend Modes";
public string Title => "raylib [textures] example - blend modes";
private Texture2D bgTexture;
private Texture2D fgTexture;
private BlendMode blendMode;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image bgImage = LoadImage("resources/cyberpunk_street_background.png");
Texture2D bgTexture = LoadTextureFromImage(bgImage);
var bgImage = LoadImage("resources/cyberpunk_street_background.png");
bgTexture = LoadTextureFromImage(bgImage);
Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
Texture2D fgTexture = LoadTextureFromImage(fgImage);
var fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
fgTexture = LoadTextureFromImage(fgImage);
// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(bgImage);
UnloadImage(fgImage);
const int blendCountMax = 4;
BlendMode blendMode = 0;
blendMode = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
if ((int)blendMode >= (blendCountMax - 1))
{
blendMode = 0;
}
else
{
blendMode++;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
var bgX = screenWidth / 2 - bgTexture.Width / 2;
var bgY = screenHeight / 2 - bgTexture.Height / 2;
DrawTexture(bgTexture, bgX, bgY, Color.White);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
var fgX = screenWidth / 2 - fgTexture.Width / 2;
var fgY = screenHeight / 2 - fgTexture.Height / 2;
DrawTexture(fgTexture, fgX, fgY, Color.White);
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.Gray);
switch (blendMode)
{
case BlendMode.Alpha:
DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Additive:
DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Multiplied:
DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.AddColors:
DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
default:
break;
}
var text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(fgTexture); // Unload foreground texture
UnloadTexture(bgTexture); // Unload background texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
var game = new BlendModes();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
if ((int)blendMode >= (blendCountMax - 1))
{
blendMode = 0;
}
else
{
blendMode++;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
int bgX = screenWidth / 2 - bgTexture.Width / 2;
int bgY = screenHeight / 2 - bgTexture.Height / 2;
DrawTexture(bgTexture, bgX, bgY, Color.White);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
int fgX = screenWidth / 2 - fgTexture.Width / 2;
int fgY = screenHeight / 2 - fgTexture.Height / 2;
DrawTexture(fgTexture, fgX, fgY, Color.White);
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.Gray);
switch (blendMode)
{
case BlendMode.Alpha:
DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Additive:
DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Multiplied:
DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.AddColors:
DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
default:
break;
}
string text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fgTexture);
UnloadTexture(bgTexture);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;