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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Examples/Textures/MagnifyingGlass.cs
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Examples/Textures/MagnifyingGlass.cs
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/*******************************************************************************************
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*
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* raylib textures example - magnifying glass
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Luke Vaughan (@badram) 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) 2026 Luke Vaughan (@badram)
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*
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********************************************************************************************/
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namespace Examples.Textures;
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public partial class MagnifyingGlass : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Textures / Magnifying Glass";
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public string Title => "raylib [textures] example - magnifying glass";
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private Texture2D bunny;
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private Texture2D parrots;
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private Texture2D mask;
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private RenderTexture2D magnifiedWorld;
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private Camera2D camera;
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public void Init()
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{
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bunny = LoadTexture("resources/raybunny.png");
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parrots = LoadTexture("resources/parrots.png");
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// Use image draw to generate a mask texture instead of loading it from a file.
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var circle = GenImageColor(256, 256, Color.Blank);
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ImageDrawCircle(ref circle, 128, 128, 128, Color.White);
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mask = LoadTextureFromImage(circle); // Copy the mask image from RAM to VRAM
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UnloadImage(circle); // Unload the image from RAM
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magnifiedWorld = LoadRenderTexture(256, 256);
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camera = new Camera2D();
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// Set magnifying glass zoom
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camera.Zoom = 2;
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// Offset by half the size of the magnifying glass to counteract drawing the texture centered on the mouse position
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camera.Offset = new Vector2(128, 128);
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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var mPos = GetMousePosition();
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camera.Target = mPos;
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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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// Draw the normal version of the world
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DrawTexture(parrots, 144, 33, Color.White);
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DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, Color.Black);
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// Render to a the magnifying glass
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BeginTextureMode(magnifiedWorld);
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ClearBackground(Color.RayWhite);
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BeginMode2D(camera);
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// Draw the same things in the magnified world as were in the normal version
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DrawTexture(parrots, 144, 33, Color.White);
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DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, Color.Black);
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// Draw bunnies only in the magnified world.
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// BLEND_MULTIPLIED lets them take on the color of the image below them.
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BeginBlendMode(BlendMode.Multiplied);
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DrawTexture(bunny, 250, 350, Color.White);
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DrawTexture(bunny, 500, 100, Color.White);
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DrawTexture(bunny, 420, 300, Color.White);
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DrawTexture(bunny, 650, 10, Color.White);
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EndBlendMode();
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EndMode2D();
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// Mask the magnifying glass view texture to a circle
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// To make the mask affect only alpha, a CUSTOM blend mode is used with SEPARATE color/alpha functions
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BeginBlendMode(BlendMode.CustomSeparate);
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// C: Color, A: Alpha, s: source (texture to draw), d: destination (texture drawn to)
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// glSrcRGB: RL_ZERO - Cs * 0 = 0 - discard source rgb because we don't want to draw our texture's colors at all
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// glDstRGB: RL_ONE - Cd * 1 = Cd - use destination colors unmodified
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// glSrcAlpha: RL_ONE - As * 1 = As - use source alpha unmodified
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// glDstAlpha: RL_ZERO - Ad * 0 = 0 - discard destination alpha
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// glEqRGB: RL_FUNC_ADD - Cs(0) + Cd = Cd - destination color is unmodified
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// glEqAlpha: RL_FUNC_ADD - As + Ad(0) = As - destination alpha is set to source alpha
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Rlgl.SetBlendFactorsSeparate(Rlgl.ZERO, Rlgl.ONE, Rlgl.ONE, Rlgl.ZERO, Rlgl.FUNC_ADD, Rlgl.FUNC_ADD);
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DrawTexture(mask, 0, 0, Color.White);
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EndBlendMode();
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EndTextureMode();
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// Draw magnifiedWorld to screen, centered on cursor
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DrawTextureRec(magnifiedWorld.Texture, new Rectangle(0, 0, 256, -256), new Vector2(mPos.X - 128, mPos.Y - 128), Color.White);
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// Draw the outer ring of the magnifying glass
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DrawRing(mPos, 126, 130, 0, 360, 64, Color.Black);
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// Draw floating specular highlight on the glass
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var rx = mPos.X / 800;
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var ry = mPos.Y / 800;
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DrawCircle((int)(mPos.X - 64 * rx) - 32, (int)(mPos.Y - 64 * ry) - 32, 4, ColorAlpha(Color.White, 0.5f));
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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(parrots);
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UnloadTexture(bunny);
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UnloadTexture(mask);
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UnloadRenderTexture(magnifiedWorld);
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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 [textures] example - magnifying glass");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new MagnifyingGlass();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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