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raylib-cs/Examples/Shaders/PostProcessing.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

242 lines
8.7 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - postprocessing
*
* 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), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Shaders;
public class PostProcessing : 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 / Post Processing";
public string Title => "raylib [shaders] example - postprocessing";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private enum PostproShader
{
FxGrayScale = 0,
FxPosterization,
FxDreamVision,
FxPixelizer,
FxCrossHatching,
FxCrossStiching,
FxPredatorView,
FxScanLines,
FxFishEye,
FxSobel,
FxBloom,
FxBlur,
//FX_FXAA
Max
}
private string[] postproShaderText = new string[] {
"GRAYSCALE",
"POSTERIZATION",
"DREAM_VISION",
"PIXELIZER",
"CROSS_HATCHING",
"CROSS_STITCHING",
"PREDATOR_VIEW",
"SCANLINES",
"FISHEYE",
"SOBEL",
"BLOOM",
"BLUR",
//"FXAA"
};
private Camera3D camera;
private Model model;
private Texture2D texture;
private Vector3 position;
private Shader[] shaders;
private int currentShader;
private RenderTexture2D target;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(2.0f, 3.0f, 2.0f); // Camera position
camera.Target = new Vector3(0.0f, 1.0f, 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
model = LoadModel("resources/models/church.obj"); // Load OBJ model
texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
// Set model diffuse texture
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
position = new(0.0f, 0.0f, 0.0f); // Set model position
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
// NOTE 2: We load the correct shader depending on GLSL version
shaders = new Shader[(int)PostproShader.Max];
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
var shaderPath = $"resources/shaders/glsl{GlslVersion}";
shaders[(int)PostproShader.FxGrayScale] = LoadShader(null, $"{shaderPath}/grayscale.fs");
shaders[(int)PostproShader.FxPosterization] = LoadShader(null, $"{shaderPath}/posterization.fs");
shaders[(int)PostproShader.FxDreamVision] = LoadShader(null, $"{shaderPath}/dream_vision.fs");
shaders[(int)PostproShader.FxPixelizer] = LoadShader(null, $"{shaderPath}/pixelizer.fs");
shaders[(int)PostproShader.FxCrossHatching] = LoadShader(null, $"{shaderPath}/cross_hatching.fs");
shaders[(int)PostproShader.FxCrossStiching] = LoadShader(null, $"{shaderPath}/cross_stitching.fs");
shaders[(int)PostproShader.FxPredatorView] = LoadShader(null, $"{shaderPath}/predator.fs");
shaders[(int)PostproShader.FxScanLines] = LoadShader(null, $"{shaderPath}/scanlines.fs");
shaders[(int)PostproShader.FxFishEye] = LoadShader(null, $"{shaderPath}/fisheye.fs");
shaders[(int)PostproShader.FxSobel] = LoadShader(null, $"{shaderPath}/sobel.fs");
shaders[(int)PostproShader.FxBloom] = LoadShader(null, $"{shaderPath}/bloom.fs");
shaders[(int)PostproShader.FxBlur] = LoadShader(null, $"{shaderPath}/blur.fs");
currentShader = (int)PostproShader.FxGrayScale;
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
if (IsKeyPressed(KeyboardKey.Right))
{
currentShader++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
currentShader--;
}
if (currentShader >= (int)PostproShader.Max)
{
currentShader = 0;
}
else if (currentShader < 0)
{
currentShader = (int)PostproShader.Max - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Enable drawing to texture
BeginTextureMode(target);
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawModel(model, position, 0.1f, Color.White);
DrawGrid(10, 1.0f);
EndMode3D();
// End drawing to texture (now we have a texture available for next passes)
EndTextureMode();
// Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(
target.Texture,
new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
new Vector2(0, 0),
Color.White
);
EndShaderMode();
DrawRectangle(0, 9, 580, 30, Fade(Color.LightGray, 0.7f));
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.Black);
DrawText(postproShaderText[currentShader], 330, 15, 20, Color.Red);
DrawText("< >", 540, 10, 30, Color.DarkBlue);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// Unload all postpro shaders
for (var i = 0; i < (int)PostproShader.Max; i++)
{
UnloadShader(shaders[i]);
}
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new PostProcessing();
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;
}
}