mirror of
https://github.com/raysan5/raylib.git
synced 2026-02-23 06:42:25 -05:00
Renamed some models examples for consistency
This commit is contained in:
@ -8,13 +8,15 @@
|
||||
*
|
||||
* 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
|
||||
* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
@ -42,29 +44,29 @@ int main(void)
|
||||
// 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.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 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);
|
||||
|
||||
Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
// 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -74,17 +76,15 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
|
||||
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
|
||||
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
|
||||
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
|
||||
|
||||
// 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);
|
||||
animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
|
||||
UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -95,14 +95,14 @@ int main(void)
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw character mesh, pose calculation is done in shader (GPU skinning)
|
||||
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
||||
DrawModel(model, position, 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
|
||||
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();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -110,8 +110,8 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
|
||||
UnloadModel(characterModel); // Unload model and meshes/material
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user