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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
commit f804ab7773
234 changed files with 38997 additions and 10578 deletions

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@ -1,18 +1,22 @@
/*******************************************************************************************
*
* raylib [shaders] example - Multiple sample2D with default batch system
* raylib [shaders] example - multi sample2d
*
* Example complexity rating: [] 2/4
*
* 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.
* 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), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* 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
*
* Copyright (c) 2020 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) 2020-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -20,94 +24,129 @@ using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class MultiSample2d
public class MultiSample2d : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Multi Sample 2D";
public string Title => "raylib [shaders] example - multi sample2d";
private Texture2D texRed;
private Texture2D texBlue;
private Shader shader;
private int texBlueLoc;
private int dividerLoc;
private float dividerValue;
public void Init()
{
var imRed = GenImageColor(800, 450, new Color(255, 0, 0, 255));
texRed = LoadTextureFromImage(imRed);
UnloadImage(imRed);
var imBlue = GenImageColor(800, 450, new Color(0, 0, 255, 255));
texBlue = LoadTextureFromImage(imBlue);
UnloadImage(imBlue);
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/color_mix.fs");
// Get an additional sampler2D location to be enabled on drawing
texBlueLoc = GetShaderLocation(shader, "texture1");
// Get shader uniform for divider
dividerLoc = GetShaderLocation(shader, "divider");
dividerValue = 0.5f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Right))
{
dividerValue += 0.01f;
}
else if (IsKeyDown(KeyboardKey.Left))
{
dividerValue -= 0.01f;
}
if (dividerValue < 0.0f)
{
dividerValue = 0.0f;
}
else if (dividerValue > 1.0f)
{
dividerValue = 1.0f;
}
Raylib.SetShaderValue(shader, dividerLoc, dividerValue, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
// but EndShaderMode() forces batch drawing and resets active textures, this way
// other textures (sampler2D) can be activated on consequent drawings (if required)
// The downside of this approach is that SetShaderValue() must be called inside the loop,
// to be set again after every EndShaderMode() reset
SetShaderValueTexture(shader, texBlueLoc, texBlue);
// We are drawing texRed using default [sampler2D texture0] but
// an additional texture units is enabled for texBlue [sampler2D texture1]
DrawTexture(texRed, 0, 0, Color.White);
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
var y = GetScreenHeight() - 40;
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RayWhite);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader);
UnloadTexture(texRed);
UnloadTexture(texBlue);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
Image imRed = GenImageColor(800, 450, new Color(255, 0, 0, 255));
Texture2D texRed = LoadTextureFromImage(imRed);
UnloadImage(imRed);
Image imBlue = GenImageColor(800, 450, new Color(0, 0, 255, 255));
Texture2D texBlue = LoadTextureFromImage(imBlue);
UnloadImage(imBlue);
Shader shader = LoadShader(null, "resources/shaders/glsl330/color_mix.fs");
// Get an additional sampler2D location to be enabled on drawing
int texBlueLoc = GetShaderLocation(shader, "texture1");
// Get shader uniform for divider
int dividerLoc = GetShaderLocation(shader, "divider");
float dividerValue = 0.5f;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2d");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new MultiSample2d();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Right))
{
dividerValue += 0.01f;
}
else if (IsKeyDown(KeyboardKey.Left))
{
dividerValue -= 0.01f;
}
if (dividerValue < 0.0f)
{
dividerValue = 0.0f;
}
else if (dividerValue > 1.0f)
{
dividerValue = 1.0f;
}
Raylib.SetShaderValue(shader, dividerLoc, dividerValue, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
// WARNING: Additional samplers are enabled for all draw calls in the batch,
// EndShaderMode() forces batch drawing and consequently resets active textures
// to let other sampler2D to be activated on consequent drawings (if required)
SetShaderValueTexture(shader, texBlueLoc, texBlue);
// We are drawing texRed using default sampler2D texture0 but
// an additional texture units is enabled for texBlue (sampler2D texture1)
DrawTexture(texRed, 0, 0, Color.White);
EndShaderMode();
int y = GetScreenHeight() - 40;
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RayWhite);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadTexture(texRed);
UnloadTexture(texBlue);
CloseWindow();
//--------------------------------------------------------------------------------------