* 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')
157 lines
5.8 KiB
C#
157 lines
5.8 KiB
C#
/*******************************************************************************************
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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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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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