Files
raylib/examples/models/models_animation_gpu_skinning.c
Ray d4dc038e2e WARNING: BREAKING: REDESIGNED: **Animation System** #4606
REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data
ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`)
ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure
ADDED: Support animation frames-blending, for timing control
ADDED: Support animations blending, between two animations
REVIEWED: All models animation loading functions
ADDED: `UpdateModelAnimationEx()` for two animations blending
REMOVED: `UpdateModelAnimationBones*()`, simplified API
REVIEWED: Shader attributes/uniforms names for animations, for consistency
REVIEWED: Multiple tweaks on animations loading for consistency between formats
ADDED: example: `models_animation_timing`
ADDED: example: `models_animation_blending`
REVIEWED: example: `models_animation_gpu_skinning`
REVIEWED: example: `models_animation_blend_custom`
REVIEWED: All animated models loading examples
2026-02-24 01:18:57 +01:00

120 lines
4.9 KiB
C

/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model
Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load skinning shader
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
// if not enabled, CPU skinning will be used instead
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
model.materials[1].shader = skinningShader;
// Load gltf model animations
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
// Animation playing variables
unsigned int animIndex = 0; // Current animation playing
unsigned int animCurrentFrame = 0; // Current animation frame
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
// Select current animation
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
// Update model animation
animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 40, 20, MAROON);
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}