* 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')
96 lines
2.9 KiB
C#
96 lines
2.9 KiB
C#
namespace Examples.Shared;
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public struct PbrLight
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{
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public PbrLightType Type;
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public bool Enabled;
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public Vector3 Position;
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public Vector3 Target;
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public Vector4 Color;
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public float Intensity;
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// Shader light parameters locations
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public int TypeLoc;
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public int EnabledLoc;
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public int PositionLoc;
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public int TargetLoc;
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public int ColorLoc;
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public int IntensityLoc;
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}
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public enum PbrLightType
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{
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Directorional,
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Point,
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Spot
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}
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public class PbrLights
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{
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public static PbrLight CreateLight(
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int lightsCount,
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PbrLightType type,
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Vector3 pos,
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Vector3 target,
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Color color,
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float intensity,
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Shader shader
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)
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{
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PbrLight light = new();
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light.Enabled = true;
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light.Type = type;
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light.Position = pos;
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light.Target = target;
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light.Color = new Vector4(
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color.R / 255.0f,
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color.G / 255.0f,
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color.B / 255.0f,
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color.A / 255.0f
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);
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light.Intensity = intensity;
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var enabledName = "lights[" + lightsCount + "].enabled";
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var typeName = "lights[" + lightsCount + "].type";
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var posName = "lights[" + lightsCount + "].position";
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var targetName = "lights[" + lightsCount + "].target";
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var colorName = "lights[" + lightsCount + "].color";
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var intensityName = "lights[" + lightsCount + "].intensity";
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light.EnabledLoc = GetShaderLocation(shader, enabledName);
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light.TypeLoc = GetShaderLocation(shader, typeName);
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light.PositionLoc = GetShaderLocation(shader, posName);
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light.TargetLoc = GetShaderLocation(shader, targetName);
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light.ColorLoc = GetShaderLocation(shader, colorName);
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light.IntensityLoc = GetShaderLocation(shader, intensityName);
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UpdateLightValues(shader, light);
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return light;
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}
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public static void UpdateLightValues(Shader shader, PbrLight light)
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{
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// Send to shader light enabled state and type
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Raylib.SetShaderValue(
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shader,
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light.EnabledLoc,
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light.Enabled ? 1 : 0,
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ShaderUniformDataType.Int
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);
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Raylib.SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.Int);
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// Send to shader light target position values
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Raylib.SetShaderValue(shader, light.PositionLoc, light.Position, ShaderUniformDataType.Vec3);
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// Send to shader light target position values
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Raylib.SetShaderValue(shader, light.TargetLoc, light.Target, ShaderUniformDataType.Vec3);
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// Send to shader light color values
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Raylib.SetShaderValue(shader, light.ColorLoc, light.Color, ShaderUniformDataType.Vec4);
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// Send to shader light intensity values
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Raylib.SetShaderValue(shader, light.IntensityLoc, light.Intensity, ShaderUniformDataType.Float);
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}
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}
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