Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!] * Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers * Additional resources from the Raylib repo. * Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!] * Fixing the QOL utils * Fixing the Mesh struct * Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8 * Updated README to reflect .NET 10 and Raylib 6 compatibility changes. * Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct. * Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`. * Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options. * Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream. * Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods. * Corrected XML comment capitalization in `Model.cs`. --------- Co-authored-by: Meatcorps <info@meatcorps.nl>
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189 changed files with 43644 additions and 380 deletions
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@ -181,7 +181,22 @@ public unsafe struct Mesh
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#endregion
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#region Animation vertex data
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#region Skin data for animation
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/// <summary>
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/// Number of bones (MAX: 256 bones)
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/// </summary>
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public int BoneCount;
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/// <summary>
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/// Vertex bone indices, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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/// </summary>
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public byte* BoneIndices = default;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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/// </summary>
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public float* BoneWeights = default;
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/// <summary>
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/// Animated vertex positions (after bones transformations)
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@ -193,26 +208,6 @@ public unsafe struct Mesh
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/// </summary>
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public float* AnimNormals = default;
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/// <summary>
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/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public byte* BoneIds = default;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public float* BoneWeights = default;
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/// <summary>
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/// Bones animated transformation matrices
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/// </summary>
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public Matrix4x4* BoneMatrices = default;
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/// <summary>
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/// Number of bones
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/// </summary>
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public int BoneCount;
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#endregion
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#region OpenGL identifiers
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@ -223,7 +218,7 @@ public unsafe struct Mesh
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public uint VaoId = default;
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/// <summary>
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/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// OpenGL Vertex Buffer Objects id (default vertex data)
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/// </summary>
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public uint* VboId = default;
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@ -263,4 +258,6 @@ public unsafe struct Mesh
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public const int VboIdIndexIndices = 6;
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#endregion
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}
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