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raylib-cs/Examples/Shaders/SimpleMask.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

203 lines
7.2 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - simple mask
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 3.7
*
* Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* After a model is loaded it has a default material, this material can be
* modified in place rather than creating one from scratch...
* While all of the maps have particular names, they can be used for any purpose
* except for three maps that are applied as cubic maps (see below)
*
********************************************************************************************/
using static Raylib_cs.Raymath;
namespace Examples.Shaders;
public class SimpleMask : 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 / Simple Mask";
public string Title => "raylib [shaders] example - simple mask";
public bool CursorDisabled => true;
private Camera3D camera;
private Model model1;
private Model model2;
private Model model3;
private Shader shader;
private Texture2D texDiffuse;
private Texture2D texMask;
private int shaderFrame;
private int framesCounter;
private Vector3 rotation;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(0.0f, 1.0f, 2.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Define our three models to show the shader on
var torus = GenMeshTorus(.3f, 1, 16, 32);
model1 = LoadModelFromMesh(torus);
var cube = GenMeshCube(.8f, .8f, .8f);
model2 = LoadModelFromMesh(cube);
// Generate model to be shaded just to see the gaps in the other two
var sphere = GenMeshSphere(1, 16, 16);
model3 = LoadModelFromMesh(sphere);
// Load the shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/mask.fs");
// Load and apply the diffuse texture (colour map)
texDiffuse = LoadTexture("resources/plasma.png");
var materials = model1.Materials;
var maps = materials[0].Maps;
model1.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
materials = model2.Materials;
maps = materials[0].Maps;
maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
texMask = LoadTexture("resources/mask.png");
materials = model1.Materials;
maps = (MaterialMap*)materials[0].Maps;
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
materials = model2.Materials;
maps = (MaterialMap*)materials[0].Maps;
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
var locs = shader.Locs;
locs[(int)ShaderLocationIndex.MapEmission] = GetShaderLocation(shader, "mask");
// Frame is incremented each frame to animate the shader
shaderFrame = GetShaderLocation(shader, "frame");
// Apply the shader to the two models
materials = model1.Materials;
materials[0].Shader = shader;
materials = (Material*)model2.Materials;
materials[0].Shader = shader;
framesCounter = 0;
rotation = new(0, 0, 0); // Model rotation angles
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
framesCounter++;
rotation.X += 0.01f;
rotation.Y += 0.005f;
rotation.Z -= 0.0025f;
// Send frames counter to shader for animation
Raylib.SetShaderValue(shader, shaderFrame, framesCounter, ShaderUniformDataType.Int);
// Rotate one of the models
model1.Transform = MatrixRotateXYZ(rotation);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.DarkBlue);
BeginMode3D(camera);
DrawModel(model1, new Vector3(0.5f, 0, 0), 1, Color.White);
DrawModelEx(model2, new Vector3(-.5f, 0, 0), new Vector3(1, 1, 0), 50, new Vector3(1, 1, 1), Color.White);
DrawModel(model3, new Vector3(0, 0, -1.5f), 1, Color.White);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
var frameText = $"Frame: {framesCounter}";
DrawRectangle(16, 698, MeasureText(frameText, 20) + 8, 42, Color.Blue);
DrawText(frameText, 20, 700, 20, Color.White);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(model1);
UnloadModel(model2);
UnloadModel(model3);
UnloadTexture(texDiffuse); // Unload default diffuse texture
UnloadTexture(texMask); // Unload texture mask
UnloadShader(shader); // Unload shader
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple mask");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SimpleMask();
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;
}
}