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

@ -0,0 +1,146 @@
/*******************************************************************************************
*
* raylib [textures] example - image channel
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Bruno Cabral (@brccabral) 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) 2024-2025 Bruno Cabral (@brccabral) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Textures;
public partial class ImageChannel : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Image Channel";
public string Title => "raylib [textures] example - image channel";
private Texture2D fudesumiTexture;
private Texture2D textureAlpha;
private Texture2D textureRed;
private Texture2D textureGreen;
private Texture2D textureBlue;
private Texture2D backgroundTexture;
private Rectangle fudesumiRec;
private Rectangle fudesumiPos;
private Rectangle redPos;
private Rectangle greenPos;
private Rectangle bluePos;
private Rectangle alphaPos;
public void Init()
{
var fudesumiImage = LoadImage("resources/fudesumi.png");
var imageAlpha = ImageFromChannel(fudesumiImage, 3);
ImageAlphaMask(ref imageAlpha, imageAlpha);
var imageRed = ImageFromChannel(fudesumiImage, 0);
ImageAlphaMask(ref imageRed, imageAlpha);
var imageGreen = ImageFromChannel(fudesumiImage, 1);
ImageAlphaMask(ref imageGreen, imageAlpha);
var imageBlue = ImageFromChannel(fudesumiImage, 2);
ImageAlphaMask(ref imageBlue, imageAlpha);
var backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth / 20, screenHeight / 20, Color.Orange, Color.Yellow);
fudesumiTexture = LoadTextureFromImage(fudesumiImage);
textureAlpha = LoadTextureFromImage(imageAlpha);
textureRed = LoadTextureFromImage(imageRed);
textureGreen = LoadTextureFromImage(imageGreen);
textureBlue = LoadTextureFromImage(imageBlue);
backgroundTexture = LoadTextureFromImage(backgroundImage);
fudesumiRec = new Rectangle(0, 0, fudesumiImage.Width, fudesumiImage.Height);
fudesumiPos = new Rectangle(50, 10, fudesumiImage.Width * 0.8f, fudesumiImage.Height * 0.8f);
redPos = new Rectangle(410, 10, fudesumiPos.Width / 2.0f, fudesumiPos.Height / 2.0f);
greenPos = new Rectangle(600, 10, fudesumiPos.Width / 2.0f, fudesumiPos.Height / 2.0f);
bluePos = new Rectangle(410, 230, fudesumiPos.Width / 2.0f, fudesumiPos.Height / 2.0f);
alphaPos = new Rectangle(600, 230, fudesumiPos.Width / 2.0f, fudesumiPos.Height / 2.0f);
UnloadImage(fudesumiImage);
UnloadImage(imageAlpha);
UnloadImage(imageRed);
UnloadImage(imageGreen);
UnloadImage(imageBlue);
UnloadImage(backgroundImage);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Nothing to update...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
DrawTexture(backgroundTexture, 0, 0, Color.White);
DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, new Vector2(0, 0), 0, Color.White);
DrawTexturePro(textureRed, fudesumiRec, redPos, new Vector2(0, 0), 0, Color.Red);
DrawTexturePro(textureGreen, fudesumiRec, greenPos, new Vector2(0, 0), 0, Color.Green);
DrawTexturePro(textureBlue, fudesumiRec, bluePos, new Vector2(0, 0), 0, Color.Blue);
DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, new Vector2(0, 0), 0, Color.White);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(backgroundTexture);
UnloadTexture(fudesumiTexture);
UnloadTexture(textureRed);
UnloadTexture(textureGreen);
UnloadTexture(textureBlue);
UnloadTexture(textureAlpha);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image channel");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new ImageChannel();
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;
}
}