feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Models/AnimationGpuSkinning.cs
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Examples/Models/AnimationGpuSkinning.cs
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/*******************************************************************************************
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*
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* raylib [models] example - animation gpu skinning
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
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*
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* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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* if not enabled, CPU skinning will be used instead
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public partial class AnimationGpuSkinning : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Models / Animation GPU Skinning";
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public string Title => "raylib [models] example - animation gpu skinning";
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private Camera3D camera;
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private Model model;
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private Vector3 position;
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private Shader skinningShader;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private int animIndex;
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private int animCurrentFrame;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
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camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load gltf model
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model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
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// Load skinning shader
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// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
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skinningShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/skinning.vs",
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$"resources/shaders/glsl{GlslVersion}/skinning.fs"
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);
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// Skinning shader could be required to be assigned to all materials shaders, just to make
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// sure required uniforms are being updated for the mesh using that material (and shader)
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model.Materials[1].Shader = skinningShader; // Just assigning to materials[1] for this model
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// Load gltf model animations
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animCount = 0;
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anims = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animCount);
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// Animation playing variables
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animIndex = 0; // Current animation playing
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animCurrentFrame = 0; // Current animation frame
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Select current animation
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if (IsKeyPressed(KeyboardKey.Right))
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{
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animIndex = (animIndex + 1) % animCount;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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animIndex = (animIndex + animCount - 1) % animCount;
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}
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// Update model animation
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animCurrentFrame = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount;
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UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, Color.White);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 40, 20, Color.Maroon);
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DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadModelAnimations(anims, animCount); // Unload model animation
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UnloadModel(model); // Unload model and meshes/material
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UnloadShader(skinningShader); // Unload GPU skinning shader
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new AnimationGpuSkinning();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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