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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:47:38 +02:00
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/*******************************************************************************************
*
* raylib [models] example - animation gpu skinning
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
*
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
* if not enabled, CPU skinning will be used instead
*
* 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) 2024-2025 Daniel Holden (@orangeduck)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public partial class AnimationGpuSkinning : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Models / Animation GPU Skinning";
public string Title => "raylib [models] example - animation gpu skinning";
private Camera3D camera;
private Model model;
private Vector3 position;
private Shader skinningShader;
private unsafe ModelAnimation* anims;
private int animCount;
private int animIndex;
private int animCurrentFrame;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // 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
// Load gltf model
model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
// Load skinning shader
// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
skinningShader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/skinning.vs",
$"resources/shaders/glsl{GlslVersion}/skinning.fs"
);
// Skinning shader could be required to be assigned to all materials shaders, just to make
// sure required uniforms are being updated for the mesh using that material (and shader)
model.Materials[1].Shader = skinningShader; // Just assigning to materials[1] for this model
// Load gltf model animations
animCount = 0;
anims = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animCount);
// Animation playing variables
animIndex = 0; // Current animation playing
animCurrentFrame = 0; // Current animation frame
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
// Select current animation
if (IsKeyPressed(KeyboardKey.Right))
{
animIndex = (animIndex + 1) % animCount;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
animIndex = (animIndex + animCount - 1) % animCount;
}
// Update model animation
animCurrentFrame = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount;
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, Color.White);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 40, 20, Color.Maroon);
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public unsafe void Unload()
{
UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new AnimationGpuSkinning();
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;
}
}