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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

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tiger tiger tiger 2026-07-17 08:22:54 +02:00
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/*******************************************************************************************
*
* raylib [shaders] example - lightmap rendering
*
* Example complexity rating: [] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Jussi Viitala (@nullstare) 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) 2019-2025 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Rlgl;
namespace Examples.Shaders;
public partial class LightmapRendering : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MapSize = 16;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Lightmap Rendering";
public string Title => "raylib [shaders] example - lightmap rendering";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Mesh mesh;
private Shader shader;
private Texture2D texture;
private Texture2D light;
private RenderTexture2D lightmap;
private Material material;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(4.0f, 6.0f, 8.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 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
mesh = GenMeshPlane((float)MapSize, (float)MapSize, 1, 1);
// GenMeshPlane doesn't generate texcoords2 so we will upload them separately
mesh.AllocTexCoords2();
// X // Y
mesh.TexCoords2[0] = 0.0f; mesh.TexCoords2[1] = 0.0f;
mesh.TexCoords2[2] = 1.0f; mesh.TexCoords2[3] = 0.0f;
mesh.TexCoords2[4] = 0.0f; mesh.TexCoords2[5] = 1.0f;
mesh.TexCoords2[6] = 1.0f; mesh.TexCoords2[7] = 1.0f;
// Load a new texcoords2 attributes buffer
mesh.VboId[(int)ShaderLocationIndex.VertexTexcoord02] =
LoadVertexBuffer(mesh.TexCoords2, mesh.VertexCount * 2 * sizeof(float), false);
EnableVertexArray(mesh.VaoId);
// Index 5 is for texcoords2
SetVertexAttribute(5, 2, Rlgl.FLOAT, false, 0, 0);
EnableVertexAttribute(5);
DisableVertexArray();
// Load lightmap shader
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/lightmap.vs",
$"resources/shaders/glsl{GlslVersion}/lightmap.fs"
);
texture = LoadTexture("resources/cubicmap_atlas.png");
light = LoadTexture("resources/spark_flame.png");
GenTextureMipmaps(ref texture);
SetTextureFilter(texture, TextureFilter.Trilinear);
lightmap = LoadRenderTexture(MapSize, MapSize);
material = LoadMaterialDefault();
material.Shader = shader;
material.Maps[(int)MaterialMapIndex.Albedo].Texture = texture;
material.Maps[(int)MaterialMapIndex.Metalness].Texture = lightmap.Texture;
// Drawing to lightmap
BeginTextureMode(lightmap);
ClearBackground(Color.Black);
BeginBlendMode(BlendMode.Additive);
DrawTexturePro(
light,
new Rectangle(0, 0, (float)light.Width, (float)light.Height),
new Rectangle(0, 0, 2.0f * MapSize, 2.0f * MapSize),
new Vector2((float)MapSize, (float)MapSize),
0.0f,
Color.Red
);
DrawTexturePro(
light,
new Rectangle(0, 0, (float)light.Width, (float)light.Height),
new Rectangle((float)MapSize * 0.8f, (float)MapSize / 2.0f, 2.0f * MapSize, 2.0f * MapSize),
new Vector2((float)MapSize, (float)MapSize),
0.0f,
Color.Blue
);
DrawTexturePro(
light,
new Rectangle(0, 0, (float)light.Width, (float)light.Height),
new Rectangle((float)MapSize * 0.8f, (float)MapSize * 0.8f, (float)MapSize, (float)MapSize),
new Vector2((float)MapSize / 2.0f, (float)MapSize / 2.0f),
0.0f,
Color.Green
);
BeginBlendMode(BlendMode.Alpha);
EndTextureMode();
// NOTE: To enable trilinear filtering we need mipmaps available for texture
GenTextureMipmaps(ref lightmap.Texture);
SetTextureFilter(lightmap.Texture, TextureFilter.Trilinear);
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawMesh(mesh, material, Matrix4x4.Identity);
EndMode3D();
DrawTexturePro(
lightmap.Texture,
new Rectangle(0, 0, -MapSize, -MapSize),
new Rectangle((float)GetRenderWidth() - MapSize * 8 - 10, 10, (float)MapSize * 8, (float)MapSize * 8),
new Vector2(0.0f, 0.0f),
0.0f,
Color.White
);
DrawText($"LIGHTMAP: {MapSize}x{MapSize} pixels", GetRenderWidth() - 130, 20 + MapSize * 8, 10, Color.Green);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadMesh(mesh); // Unload the mesh
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadTexture(light); // Unload texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new LightmapRendering();
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;
}
}