* 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')
153 lines
5.2 KiB
C#
153 lines
5.2 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - multi sample2d
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* Example originally created with raylib 3.5, last time updated with raylib 3.5
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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) 2020-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Shaders;
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public class MultiSample2d : 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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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Multi Sample 2D";
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public string Title => "raylib [shaders] example - multi sample2d";
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private Texture2D texRed;
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private Texture2D texBlue;
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private Shader shader;
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private int texBlueLoc;
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private int dividerLoc;
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private float dividerValue;
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public void Init()
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{
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var imRed = GenImageColor(800, 450, new Color(255, 0, 0, 255));
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texRed = LoadTextureFromImage(imRed);
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UnloadImage(imRed);
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var imBlue = GenImageColor(800, 450, new Color(0, 0, 255, 255));
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texBlue = LoadTextureFromImage(imBlue);
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UnloadImage(imBlue);
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/color_mix.fs");
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// Get an additional sampler2D location to be enabled on drawing
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texBlueLoc = GetShaderLocation(shader, "texture1");
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// Get shader uniform for divider
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dividerLoc = GetShaderLocation(shader, "divider");
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dividerValue = 0.5f;
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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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if (IsKeyDown(KeyboardKey.Right))
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{
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dividerValue += 0.01f;
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}
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else if (IsKeyDown(KeyboardKey.Left))
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{
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dividerValue -= 0.01f;
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}
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if (dividerValue < 0.0f)
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{
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dividerValue = 0.0f;
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}
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else if (dividerValue > 1.0f)
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{
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dividerValue = 1.0f;
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}
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Raylib.SetShaderValue(shader, dividerLoc, dividerValue, ShaderUniformDataType.Float);
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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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BeginShaderMode(shader);
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// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
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// but EndShaderMode() forces batch drawing and resets active textures, this way
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// other textures (sampler2D) can be activated on consequent drawings (if required)
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// The downside of this approach is that SetShaderValue() must be called inside the loop,
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// to be set again after every EndShaderMode() reset
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SetShaderValueTexture(shader, texBlueLoc, texBlue);
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// We are drawing texRed using default [sampler2D texture0] but
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// an additional texture units is enabled for texBlue [sampler2D texture1]
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DrawTexture(texRed, 0, 0, Color.White);
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EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
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var y = GetScreenHeight() - 40;
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DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RayWhite);
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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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UnloadShader(shader);
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UnloadTexture(texRed);
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UnloadTexture(texBlue);
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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 [shaders] example - multi sample2d");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new MultiSample2d();
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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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