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895154bcb2
| Author | SHA1 | Date | |
|---|---|---|---|
| 895154bcb2 | |||
| f421b74c0f | |||
| 90edc3b0a5 | |||
| f1d602029c |
@ -53,13 +53,19 @@ int main(void)
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Model model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
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#if SUPPORT_GPU_SKINNING
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// WARNING: SUPPORT_GPU_SKINNING is required to be enabled at raylib compile time (disabled by default)
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// It will skip loading CPU required buffers to store animation updated data, so, both modes are exclusive
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// Load skinning shader
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// WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default)
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// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
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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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// Assign skinning shader to all materials shaders
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//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
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// Skinning shader could be required to be assigned to all materials shaders, just to make
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// sure required uniforms are being updated for the mesh using that material (and shader)
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for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
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#endif
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// Load model animations
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int animCount = 0;
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@ -244,6 +250,12 @@ int main(void)
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if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
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&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
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GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
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// Draw playing timeline with keyframes for anim0[]
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
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TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
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@ -269,7 +281,9 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(anims, animCount); // Unload model animation
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UnloadModel(model); // Unload model and meshes/material
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#if SUPPORT_GPU_SKINNING
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UnloadShader(skinningShader); // Unload GPU skinning shader
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#endif
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -52,12 +52,19 @@ int main(void)
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Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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#if SUPPORT_GPU_SKINNING
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// WARNING: SUPPORT_GPU_SKINNING is required to be enabled at raylib compile time (disabled by default)
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// It will skip loading CPU required buffers to store animation updated data, so, both modes are exclusive
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// Load skinning shader
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// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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// if not enabled, CPU skinning will be used instead
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// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
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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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model.materials[1].shader = skinningShader;
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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// Skinning shader could be required to be assigned to all materials shaders, just to make
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// sure required uniforms are being updated for the mesh using that material (and shader)
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model.materials[1].shader = skinningShader; // Just assigning to materials[1] for this model
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#endif
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// Load gltf model animations
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int animCount = 0;
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@ -111,7 +118,9 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(anims, animCount); // Unload model animation
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UnloadModel(model); // Unload model and meshes/material
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#if SUPPORT_GPU_SKINNING
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UnloadShader(skinningShader); // Unload GPU skinning shader
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#endif
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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