* 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')
281 lines
10 KiB
C#
281 lines
10 KiB
C#
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - julia set
|
|
*
|
|
* Example complexity rating: [★★★☆] 3/4
|
|
*
|
|
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
|
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
|
*
|
|
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
|
*
|
|
* Example originally created with raylib 2.5, last time updated with raylib 4.0
|
|
*
|
|
* Example contributed by Josh Colclough (@joshcol9232) 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 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
namespace Examples.Shaders;
|
|
|
|
public class JuliaSet : IExample
|
|
{
|
|
private const int screenWidth = 800;
|
|
private const int screenHeight = 450;
|
|
private const float zoomSpeed = 1.01f;
|
|
private const float offsetSpeedMul = 2.0f;
|
|
|
|
private const float startingZoom = 0.75f;
|
|
|
|
#if BROWSER
|
|
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
|
#else
|
|
private const int GlslVersion = 330;
|
|
#endif
|
|
|
|
public string Name => "Shaders / Julia Set";
|
|
|
|
public string Title => "raylib [shaders] example - julia set";
|
|
|
|
// A few good julia sets
|
|
private float[][] PointsOfInterest = new float[][] {
|
|
new float[] { -0.348827f, 0.607167f },
|
|
new float[] { -0.786268f, 0.169728f },
|
|
new float[] { -0.8f, 0.156f },
|
|
new float[] { 0.285f, 0.0f },
|
|
new float[] { -0.835f, -0.2321f },
|
|
new float[] { -0.70176f, -0.3842f },
|
|
};
|
|
|
|
private Shader shader;
|
|
private RenderTexture2D target;
|
|
private float[] c;
|
|
private float[] offset;
|
|
private float zoom;
|
|
private int cLoc;
|
|
private int zoomLoc;
|
|
private int offsetLoc;
|
|
private int incrementSpeed;
|
|
private bool showControls;
|
|
|
|
public void Init()
|
|
{
|
|
// Load julia set shader
|
|
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
|
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
|
|
|
|
// Create a RenderTexture2D to be used for render to texture
|
|
target = LoadRenderTexture(screenWidth, screenHeight);
|
|
|
|
// c constant to use in z^2 + c
|
|
c = new float[] { PointsOfInterest[0][0], PointsOfInterest[0][1] };
|
|
|
|
// Offset and zoom to draw the julia set at. (centered on screen and default size)
|
|
offset = new float[] { 0, 0 };
|
|
zoom = startingZoom;
|
|
|
|
// Get variable (uniform) locations on the shader to connect with the program
|
|
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
|
cLoc = GetShaderLocation(shader, "c");
|
|
zoomLoc = GetShaderLocation(shader, "zoom");
|
|
offsetLoc = GetShaderLocation(shader, "offset");
|
|
|
|
// Upload the shader uniform values!
|
|
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
|
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
|
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
|
|
|
// Multiplier of speed to change c value
|
|
incrementSpeed = 0;
|
|
// Show controls
|
|
showControls = true;
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
// Press [1 - 6] to reset c to a point of interest
|
|
if (IsKeyPressed(KeyboardKey.One) ||
|
|
IsKeyPressed(KeyboardKey.Two) ||
|
|
IsKeyPressed(KeyboardKey.Three) ||
|
|
IsKeyPressed(KeyboardKey.Four) ||
|
|
IsKeyPressed(KeyboardKey.Five) ||
|
|
IsKeyPressed(KeyboardKey.Six))
|
|
{
|
|
|
|
if (IsKeyPressed(KeyboardKey.One))
|
|
{
|
|
c[0] = PointsOfInterest[0][0];
|
|
c[1] = PointsOfInterest[0][1];
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Two))
|
|
{
|
|
c[0] = PointsOfInterest[1][0];
|
|
c[1] = PointsOfInterest[1][1];
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Three))
|
|
{
|
|
c[0] = PointsOfInterest[2][0];
|
|
c[1] = PointsOfInterest[2][1];
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Four))
|
|
{
|
|
c[0] = PointsOfInterest[3][0];
|
|
c[1] = PointsOfInterest[3][1];
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Five))
|
|
{
|
|
c[0] = PointsOfInterest[4][0];
|
|
c[1] = PointsOfInterest[4][1];
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Six))
|
|
{
|
|
c[0] = PointsOfInterest[5][0];
|
|
c[1] = PointsOfInterest[5][1];
|
|
}
|
|
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
|
}
|
|
|
|
// If "R" is pressed, reset zoom and offset
|
|
if (IsKeyPressed(KeyboardKey.R))
|
|
{
|
|
zoom = startingZoom;
|
|
offset[0] = 0.0f;
|
|
offset[1] = 0.0f;
|
|
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
|
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
|
}
|
|
|
|
// Pause animation (c change)
|
|
if (IsKeyPressed(KeyboardKey.Space))
|
|
{
|
|
incrementSpeed = 0;
|
|
}
|
|
|
|
// Toggle whether or not to show controls
|
|
if (IsKeyPressed(KeyboardKey.F1))
|
|
{
|
|
showControls = !showControls;
|
|
}
|
|
|
|
if (IsKeyPressed(KeyboardKey.Right))
|
|
{
|
|
incrementSpeed++;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Left))
|
|
{
|
|
incrementSpeed--;
|
|
}
|
|
|
|
// If either left or right button is pressed, zoom in/out
|
|
if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
|
|
{
|
|
if (IsMouseButtonDown(MouseButton.Left))
|
|
{
|
|
zoom *= zoomSpeed;
|
|
}
|
|
|
|
if (IsMouseButtonDown(MouseButton.Right))
|
|
{
|
|
zoom *= 1.0f / zoomSpeed;
|
|
}
|
|
|
|
var mousePos = GetMousePosition();
|
|
var offsetVelocity = Vector2.Zero;
|
|
|
|
offsetVelocity.X = (mousePos.X / screenWidth - 0.5f) * offsetSpeedMul / zoom;
|
|
offsetVelocity.Y = (mousePos.Y / screenHeight - 0.5f) * offsetSpeedMul / zoom;
|
|
|
|
// Apply move velocity to camera
|
|
offset[0] += GetFrameTime() * offsetVelocity.X;
|
|
offset[1] += GetFrameTime() * offsetVelocity.Y;
|
|
|
|
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
|
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
|
}
|
|
|
|
// Increment c value with time
|
|
var dc = GetFrameTime() * incrementSpeed * 0.0005f;
|
|
c[0] += dc;
|
|
c[1] += dc;
|
|
|
|
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
// Using a render texture to draw Julia set
|
|
BeginTextureMode(target);
|
|
ClearBackground(Color.Black);
|
|
|
|
// Draw a rectangle in shader mode to be used as shader canvas
|
|
// NOTE: Rectangle uses font white character texture coordinates,
|
|
// so shader can not be applied here directly because input vertexTexCoord
|
|
// do not represent full screen coordinates (space where want to apply shader)
|
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
|
|
EndTextureMode();
|
|
|
|
BeginDrawing();
|
|
ClearBackground(Color.Black);
|
|
|
|
// Draw the saved texture and rendered julia set with shader
|
|
// NOTE: We do not invert texture on Y, already considered inside shader
|
|
BeginShaderMode(shader);
|
|
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
|
|
// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
|
|
DrawTextureEx(target.Texture, new Vector2(0.0f, 0.0f), 0.0f, 1.0f, Color.White);
|
|
EndShaderMode();
|
|
|
|
if (showControls)
|
|
{
|
|
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RayWhite);
|
|
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
|
|
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
|
|
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
|
|
DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, Color.RayWhite);
|
|
DrawText("Press KEY_R to recenter the camera", 10, 90, 10, Color.RayWhite);
|
|
}
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
UnloadShader(shader);
|
|
UnloadRenderTexture(target);
|
|
}
|
|
|
|
public static int Main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set");
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
var game = new JuliaSet();
|
|
game.Init();
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose())
|
|
{
|
|
game.Update();
|
|
}
|
|
|
|
game.Unload();
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow();
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
}
|