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raylib-cs/Examples/Shaders/HotReloading.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* 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')
2026-07-30 18:34:34 +01:00

188 lines
6.3 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - hot reloading
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
*
* Example originally created with raylib 3.0, last time updated with raylib 3.5
*
* 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)
*
********************************************************************************************/
namespace Examples.Shaders;
public class HotReloading : IExample
{
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shaders / Hot Reloading";
public string Title => "raylib [shaders] example - hot reloading";
private string fragShaderFileName;
private Shader shader;
private int resolutionLoc;
private int mouseLoc;
private int timeLoc;
private float[] resolution;
private float totalTime;
#if !BROWSER
private long fragShaderFileModTime;
private bool shaderAutoReloading;
#endif
public void Init()
{
fragShaderFileName = $"resources/shaders/glsl{GlslVersion}/reload.fs";
#if !BROWSER
fragShaderFileModTime = GetFileModTime(fragShaderFileName);
#endif
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, fragShaderFileName);
// Get shader locations for required uniforms
resolutionLoc = GetShaderLocation(shader, "resolution");
mouseLoc = GetShaderLocation(shader, "mouse");
timeLoc = GetShaderLocation(shader, "time");
resolution = new[] { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
totalTime = 0.0f;
#if !BROWSER
shaderAutoReloading = false;
#endif
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
totalTime += GetFrameTime();
var mouse = GetMousePosition();
var mousePos = new[] { mouse.X, mouse.Y };
// Set shader required uniform values
Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
#if !BROWSER
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
{
var currentFragShaderModTime = GetFileModTime(fragShaderFileName);
// Check if shader file has been modified
if (currentFragShaderModTime != fragShaderFileModTime)
{
// Try reloading updated shader
var updatedShader = LoadShader(null, fragShaderFileName);
// It was correctly loaded
if (updatedShader.Id != Rlgl.GetShaderIdDefault())
{
UnloadShader(shader);
shader = updatedShader;
// Get shader locations for required uniforms
resolutionLoc = GetShaderLocation(shader, "resolution");
mouseLoc = GetShaderLocation(shader, "mouse");
timeLoc = GetShaderLocation(shader, "time");
// Reset required uniforms
Raylib.SetShaderValue(
shader,
resolutionLoc,
resolution,
ShaderUniformDataType.Vec2
);
}
fragShaderFileModTime = currentFragShaderModTime;
}
}
if (IsKeyPressed(KeyboardKey.A))
{
shaderAutoReloading = !shaderAutoReloading;
}
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// We only draw a white full-screen rectangle, frame is generated in shader
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
EndShaderMode();
#if BROWSER
DrawText("Shader generates the frame in real time", 10, 10, 10, Color.Black);
#else
var info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
if (!shaderAutoReloading)
{
DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
}
var lastModification = DateTimeOffset.FromUnixTimeSeconds(fragShaderFileModTime).LocalDateTime.ToString();
DrawText($"Shader last modification: {lastModification}", 10, 430, 10, Color.Black);
#endif
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new HotReloading();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}