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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/*******************************************************************************************
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*
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* raylib [shapes] example - Draw Textured Polygon
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* raylib [textures] example - polygon drawing
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*
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* This example has been created using raylib 99.98 (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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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Copyright (c) 2021 Chris Camacho (codifies - bedroomcoders.co.uk)
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* Example originally created with raylib 3.7, last time updated with raylib 3.7
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*
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* Example contributed by Chris Camacho (@chriscamacho) 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class Polygon
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public partial class Polygon : IExample
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{
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public static int Main()
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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 / Textured Polygon";
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public string Title => "raylib [textures] example - polygon drawing";
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private Vector2[] texcoords;
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private Vector2[] points;
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private Vector2[] positions;
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private Texture2D texture;
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private float angle;
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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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texcoords = new[] {
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new Vector2(0.75f, 0),
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new Vector2(0.25f, 0),
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new Vector2(0, 0.5f),
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new Vector2(0, 0.75f),
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new Vector2(0.25f, 1),
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new Vector2(0.375f, 0.875f),
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new Vector2(0.625f, 0.875f),
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new Vector2(0.75f, 1),
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new Vector2(1, 0.75f),
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new Vector2(1, 0.5f),
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// Close the poly
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new Vector2(0.75f, 0)
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};
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
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Vector2[] texcoords = new[] {
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new Vector2(0.75f, 0),
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new Vector2(0.25f, 0),
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new Vector2(0, 0.5f),
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new Vector2(0, 0.75f),
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new Vector2(0.25f, 1),
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new Vector2(0.375f, 0.875f),
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new Vector2(0.625f, 0.875f),
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new Vector2(0.75f, 1),
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new Vector2(1, 0.75f),
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new Vector2(1, 0.5f),
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// Close the poly
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new Vector2(0.75f, 0)
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};
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Vector2[] points = new Vector2[11];
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points = new Vector2[11];
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// Define the base poly vertices from the UV's
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// NOTE: They can be specified in any other way
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for (int i = 0; i < points.Length; i++)
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for (var i = 0; i < points.Length; i++)
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{
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points[i].X = (texcoords[i].X - 0.5f) * 256.0f;
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points[i].Y = (texcoords[i].Y - 0.5f) * 256.0f;
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@ -53,58 +61,49 @@ public class Polygon
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// Define the vertices drawing position
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// NOTE: Initially same as points but updated every frame
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Vector2[] positions = new Vector2[points.Length];
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for (int i = 0; i < positions.Length; i++)
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positions = new Vector2[points.Length];
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for (var i = 0; i < positions.Length; i++)
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{
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positions[i] = points[i];
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}
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Texture2D texture = LoadTexture("resources/cat.png");
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float angle = 0;
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texture = LoadTexture("resources/cat.png");
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angle = 0;
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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angle += 1;
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for (var i = 0; i < positions.Length; i++)
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update your variables here
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//----------------------------------------------------------------------------------
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angle += 1;
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for (int i = 0; i < positions.Length; i++)
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{
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positions[i] = Raymath.Vector2Rotate(points[i], angle * Raylib.DEG2RAD);
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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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DrawText("Textured Polygon", 20, 20, 20, Color.DarkGray);
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Vector2 center = new(screenWidth / 2, screenHeight / 2);
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DrawTexturePoly(texture, center, positions, texcoords, positions.Length, Color.White);
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EndDrawing();
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//----------------------------------------------------------------------------------
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positions[i] = Raymath.Vector2Rotate(points[i], angle * Raylib.DEG2RAD);
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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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DrawText("textured polygon", 20, 20, 20, Color.DarkGray);
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Vector2 center = new(screenWidth / 2, screenHeight / 2);
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DrawTexturePoly(texture, center, positions, texcoords, positions.Length, Color.White);
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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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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Draw textured polygon, defined by vertex and texture coordinates
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// NOTE: Polygon center must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise order
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static void DrawTexturePoly(
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private static void DrawTexturePoly(
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Texture2D texture,
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Vector2 center,
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Vector2[] points,
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@ -114,13 +113,11 @@ public class Polygon
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)
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{
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Rlgl.SetTexture(texture.Id);
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// Texturing is only supported on RL_QUADS
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Rlgl.Begin(DrawMode.Quads);
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Rlgl.Begin(DrawMode.Triangles);
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Rlgl.Color4ub(tint.R, tint.G, tint.B, tint.A);
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for (int i = 0; i < pointCount - 1; i++)
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for (var i = 0; i < pointCount - 1; i++)
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{
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Rlgl.TexCoord2f(0.5f, 0.5f);
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Rlgl.Vertex2f(center.X, center.Y);
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Rlgl.TexCoord2f(texcoords[i + 1].X, texcoords[i + 1].Y);
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Rlgl.Vertex2f(points[i + 1].X + center.X, points[i + 1].Y + center.Y);
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Rlgl.TexCoord2f(texcoords[i + 1].X, texcoords[i + 1].Y);
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Rlgl.Vertex2f(points[i + 1].X + center.X, points[i + 1].Y + center.Y);
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}
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Rlgl.End();
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Rlgl.SetTexture(0);
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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 - polygon drawing");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new Polygon();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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