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								/*******************************************************************************************
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								*
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								*   raylib [core] example - Doing skinning on the gpu using a vertex shader
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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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								*   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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								*   Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "raymath.h"
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								#if defined(PLATFORM_DESKTOP)
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								    #define GLSL_VERSION            330
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								#else   // PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								#endif
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [models] example - GPU skinning");
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								    // Define the camera to look into our 3d world
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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								    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };  // Camera looking at point
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								    camera.up = (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 = CAMERA_PERSPECTIVE;         // Camera projection type
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								    // Load gltf model
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								    Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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								    // Load skinning shader
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								    Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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								                                       TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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								    characterModel.materials[1].shader = skinningShader;
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								    // Load gltf model animations
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								    int animsCount = 0;
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								    unsigned int animIndex = 0;
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								    unsigned int animCurrentFrame = 0;
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								    ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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								    Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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								    DisableCursor();                    // Limit cursor to relative movement inside the window
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								    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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								    //--------------------------------------------------------------------------------------
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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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								        // Update
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								        //----------------------------------------------------------------------------------
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								        UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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								        // Select current animation
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								        if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
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								        else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
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								        // Update model animation
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								        ModelAnimation anim = modelAnimations[animIndex];
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								        animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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								        characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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								        UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            BeginMode3D(camera);
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								                // Draw character mesh, pose calculation is done in shader (GPU skinning)
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								                DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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								                DrawGrid(10, 1.0f);
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								            EndMode3D();
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								            DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
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								    UnloadModel(characterModel);    // Unload model and meshes/material
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								    UnloadShader(skinningShader);   // Unload GPU skinning shader
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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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