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			121 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			5.0 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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| *   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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| 
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| #include "raylib.h"
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| 
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| #include "raymath.h"
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| 
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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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| //------------------------------------------------------------------------------------
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning");
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| 
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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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| 
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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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| 
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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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| 
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|     characterModel.materials[1].shader = skinningShader;
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| 
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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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| 
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|     Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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| 
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|     DisableCursor();                    // Limit cursor to relative movement inside the window
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| 
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|     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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| 
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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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| 
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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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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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| 
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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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| 
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|                 DrawGrid(10, 1.0f);
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| 
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|             EndMode3D();
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| 
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|             DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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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| 
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|     CloseWindow();                  // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } | 
