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- /*******************************************************************************************
- *
- * raylib [core] example - Doing skinning on the gpu using a vertex shader
- *
- * 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)
- *
- * 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 Daniel Holden (@orangeduck)
- *
- * Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
- *
- ********************************************************************************************/
- #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 - 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, 2.0f, 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 characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
-
- // Load skinning shader
- Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
-
- characterModel.materials[1].shader = skinningShader;
-
- // Load gltf model animations
- int animsCount = 0;
- unsigned int animIndex = 0;
- unsigned int animCurrentFrame = 0;
- ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- DisableCursor(); // Limit cursor to relative movement inside the window
- 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_THIRD_PERSON);
-
- // Select current animation
- if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
- else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
- // Update model animation
- ModelAnimation anim = modelAnimations[animIndex];
- animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
- characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
- UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
-
- // Draw character mesh, pose calculation is done in shader (GPU skinning)
- DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
- DrawGrid(10, 1.0f);
-
- EndMode3D();
- DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
- UnloadModel(characterModel); // Unload model and meshes/material
- UnloadShader(skinningShader); // Unload GPU skinning shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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