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