/******************************************************************************************* * * 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; } }