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https://github.com/raysan5/raylib.git
synced 2026-02-20 20:49:17 -05:00
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8 Commits
7c48fa9ac9
...
e8ce00dc0b
| Author | SHA1 | Date | |
|---|---|---|---|
| e8ce00dc0b | |||
| 872cfae7ca | |||
| 1955516f54 | |||
| 95edeeccd2 | |||
| 4311df1e6d | |||
| 5bbb2fc1df | |||
| 4678a544b6 | |||
| b871a556d7 |
@ -37,10 +37,18 @@ int main(void)
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char directory[MAX_FILEPATH_SIZE] = { 0 };
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strcpy(directory, GetWorkingDirectory());
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FilePathList files = LoadDirectoryFiles(directory);
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// Load file-paths on current working directory
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// NOTE: LoadDirectoryFiles() loads files and directories by default,
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// use LoadDirectoryFilesEx() for custom filters and recursive directories loading
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//FilePathList files = LoadDirectoryFiles(directory);
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FilePathList files = LoadDirectoryFilesEx(directory, ".png;.c", false);
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int btnBackPressed = false;
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int listScrollIndex = 0;
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int listItemActive = -1;
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int listItemFocused = -1;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -62,10 +70,18 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText(directory, 100, 40, 20, DARKGRAY);
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btnBackPressed = GuiButton((Rectangle){ 40.0f, 10.0f, 48, 28 }, "<");
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btnBackPressed = GuiButton((Rectangle){ 40.0f, 38.0f, 48, 24 }, "<");
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
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GuiLabel((Rectangle){ 40 + 48 + 10, 10, 700, 28 }, directory);
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
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GuiSetStyle(LISTVIEW, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
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GuiSetStyle(LISTVIEW, TEXT_PADDING, 40);
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GuiListViewEx((Rectangle){ 0, 50, GetScreenWidth(), GetScreenHeight() - 50 },
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files.paths, files.count, &listScrollIndex, &listItemActive, &listItemFocused);
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/*
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for (int i = 0; i < (int)files.count; i++)
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{
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Color color = Fade(LIGHTGRAY, 0.3f);
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@ -84,6 +100,7 @@ int main(void)
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DrawRectangle(0, 85 + 40*i, screenWidth, 40, color);
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DrawText(GetFileName(files.paths[i]), 120, 100 + 40*i, 10, GRAY);
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}
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*/
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EndDrawing();
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//----------------------------------------------------------------------------------
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File diff suppressed because it is too large
Load Diff
296
examples/models/models_animation_bone_blending.c
Normal file
296
examples/models/models_animation_bone_blending.c
Normal file
@ -0,0 +1,296 @@
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/*******************************************************************************************
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*
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* raylib [models] example - animation bone blending
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* This example demonstrates per-bone animation blending, allowing smooth transitions
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* between two animations by interpolating bone transforms. This is useful for:
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* - Blending movement animations (walk/run) with action animations (jump/attack)
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* - Creating smooth animation transitions
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* - Layering animations (e.g., upper body attack while lower body walks)
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*
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* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
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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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* 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) 2026 dmitrii-brand (@dmitrii-brand)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <string.h> // Required for: memcpy()
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#include <stdlib.h> // Required for: NULL
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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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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static bool IsUpperBodyBone(const char *boneName);
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static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend);
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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending");
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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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// Load gltf model
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb");
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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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characterModel.materials[1].shader = skinningShader;
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// Load gltf model animations
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int animsCount = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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// Log all available animations for debugging
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TraceLog(LOG_INFO, "Found %d animations:", animsCount);
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for (int i = 0; i < animsCount; i++)
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{
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TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount);
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}
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// Use specific indices: walk/move = 2, attack = 3
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unsigned int animIndex1 = 2; // Walk/Move animation (index 2)
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unsigned int animIndex2 = 3; // Attack animation (index 3)
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unsigned int animCurrentFrame1 = 0;
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unsigned int animCurrentFrame2 = 0;
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// Validate indices
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if (animIndex1 >= animsCount) animIndex1 = 0;
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if (animIndex2 >= animsCount) animIndex2 = (animsCount > 1) ? 1 : 0;
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TraceLog(LOG_INFO, "Using Walk (index %d): %s", animIndex1, modelAnimations[animIndex1].name);
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TraceLog(LOG_INFO, "Using Attack (index %d): %s", animIndex2, modelAnimations[animIndex2].name);
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
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||||
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||||
DisableCursor(); // Limit cursor to relative movement inside the window
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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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// Toggle upper/lower body blending mode (SPACE key)
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if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
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// Update animation frames
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ModelAnimation anim1 = modelAnimations[animIndex1];
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ModelAnimation anim2 = modelAnimations[animIndex2];
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animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount;
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animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount;
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// Blend the two animations
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
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// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
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float blendFactor = upperBodyBlend ? 1.0f : 0.5f;
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BlendModelAnimationsBones(&characterModel, &anim1, animCurrentFrame1, &anim2, animCurrentFrame2, blendFactor, upperBodyBlend);
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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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||||
BeginMode3D(camera);
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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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DrawGrid(10, 1.0f);
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EndMode3D();
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||||
// Draw UI
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DrawText("BONE BLENDING EXAMPLE", 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("Walk (Animation 2): %s", anim1.name), 10, 35, 10, GRAY);
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DrawText(TextFormat("Attack (Animation 3): %s", anim2.name), 10, 50, 10, GRAY);
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DrawText(TextFormat("Mode: %s", upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending"), 10, 65, 10, GRAY);
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DrawText("SPACE - Toggle blending mode", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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||||
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EndDrawing();
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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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||||
|
||||
CloseWindow(); // Close window and OpenGL context
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||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
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||||
|
||||
//----------------------------------------------------------------------------------
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||||
// Module Functions Definition
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||||
//----------------------------------------------------------------------------------
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||||
// Check if a bone is part of upper body (for selective blending)
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||||
static bool IsUpperBodyBone(const char *boneName)
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{
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// Common upper body bone names (adjust based on your model)
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if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
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TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
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TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
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TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
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TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
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TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
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||||
TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
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TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
|
||||
{
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return true;
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||||
}
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||||
|
||||
// Check if bone name contains upper body keywords
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if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
|
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strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
|
||||
strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
|
||||
strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Blend two animations per-bone with selective upper/lower body blending
|
||||
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
|
||||
{
|
||||
// Validate inputs
|
||||
if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
|
||||
anim2->boneCount == 0 || anim2->framePoses == NULL ||
|
||||
model->boneCount == 0 || model->bindPose == NULL)
|
||||
{
|
||||
return;
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||||
}
|
||||
|
||||
// Clamp blend factor to [0, 1]
|
||||
blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
|
||||
|
||||
// Ensure frame indices are valid
|
||||
if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
|
||||
if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
|
||||
if (frame1 < 0) frame1 = 0;
|
||||
if (frame2 < 0) frame2 = 0;
|
||||
|
||||
// Find first mesh with bones
|
||||
int firstMeshWithBones = -1;
|
||||
for (int i = 0; i < model->meshCount; i++)
|
||||
{
|
||||
if (model->meshes[i].boneMatrices)
|
||||
{
|
||||
firstMeshWithBones = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (firstMeshWithBones == -1) return;
|
||||
|
||||
// Get bone count (use minimum of all to be safe)
|
||||
int boneCount = model->boneCount;
|
||||
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
|
||||
if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
|
||||
|
||||
// Blend each bone
|
||||
for (int boneId = 0; boneId < boneCount; boneId++)
|
||||
{
|
||||
// Determine blend factor for this bone
|
||||
float boneBlendFactor = blendFactor;
|
||||
|
||||
// If upper body blending is enabled, use different blend factors for upper vs lower body
|
||||
if (upperBodyBlend)
|
||||
{
|
||||
const char *boneName = model->bones[boneId].name;
|
||||
bool isUpperBody = IsUpperBodyBone(boneName);
|
||||
|
||||
// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
|
||||
// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack)
|
||||
if (isUpperBody) boneBlendFactor = blendFactor; // Upper body: blend towards anim2 (attack)
|
||||
else boneBlendFactor = 1.0f - blendFactor; // Lower body: blend towards anim1 (walk) - invert the blend
|
||||
}
|
||||
|
||||
// Get transforms from both animations
|
||||
Transform *bindTransform = &model->bindPose[boneId];
|
||||
Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
|
||||
Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
|
||||
|
||||
// Blend the transforms
|
||||
Transform blended;
|
||||
blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
|
||||
blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
|
||||
blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
|
||||
|
||||
// Convert bind pose to matrix
|
||||
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||
QuaternionToMatrix(bindTransform->rotation)),
|
||||
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||
|
||||
// Convert blended transform to matrix
|
||||
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
|
||||
QuaternionToMatrix(blended.rotation)),
|
||||
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
|
||||
|
||||
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
|
||||
model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
|
||||
}
|
||||
|
||||
// Copy bone matrices to remaining meshes
|
||||
for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
|
||||
{
|
||||
if (model->meshes[i].boneMatrices)
|
||||
{
|
||||
memcpy(model->meshes[i].boneMatrices,
|
||||
model->meshes[firstMeshWithBones].boneMatrices,
|
||||
model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -17,7 +17,9 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
6043
examples/models/raygui.h
Normal file
6043
examples/models/raygui.h
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -219,8 +219,9 @@ void ToggleFullscreen(void)
|
||||
// and considered by GetWindowScaleDPI()
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// Make sure to restore render size considering HighDPI scaling
|
||||
// NOTE: On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling, skip manual resize
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
@ -298,8 +299,9 @@ void ToggleBorderlessWindowed(void)
|
||||
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
|
||||
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// Make sure to restore size considering HighDPI scaling
|
||||
// NOTE: On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling, skip manual resize
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
@ -1464,6 +1466,11 @@ int InitPlatform(void)
|
||||
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
|
||||
#if defined(__APPLE__)
|
||||
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
|
||||
#endif
|
||||
#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
|
||||
// GLFW 3.4+ defaults GLFW_SCALE_FRAMEBUFFER to TRUE,
|
||||
// causing framebuffer/window size mismatch on Wayland with display scaling
|
||||
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -1663,15 +1670,26 @@ int InitPlatform(void)
|
||||
// NOTE: On APPLE platforms system manage window and input scaling
|
||||
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
|
||||
|
||||
// Screen scaling matrix is required in case desired screen area is different from display area
|
||||
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
||||
{
|
||||
// On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling; read actual framebuffer size
|
||||
// instead of resizing the window (which would double-scale)
|
||||
int fbWidth = 0;
|
||||
int fbHeight = 0;
|
||||
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
|
||||
|
||||
CORE.Window.render.width = fbWidth;
|
||||
CORE.Window.render.height = fbHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mouse input scaling for the new screen size
|
||||
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
|
||||
|
||||
// Force window size (and framebuffer) refresh
|
||||
glfwSetWindowSize(platform.handle, CORE.Window.render.width, CORE.Window.render.height);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else CORE.Window.render = CORE.Window.screen;
|
||||
@ -1855,6 +1873,26 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
CORE.Window.screen.height = height;
|
||||
CORE.Window.screenScale = MatrixScale(1.0f, 1.0f, 1.0f);
|
||||
SetMouseScale(1.0f, 1.0f);
|
||||
|
||||
// On Wayland with GLFW_SCALE_FRAMEBUFFER, the framebuffer is still scaled in fullscreen, use logical window size as screen and apply screenScale
|
||||
#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
int winWidth = 0;
|
||||
int winHeight = 0;
|
||||
glfwGetWindowSize(platform.handle, &winWidth, &winHeight);
|
||||
|
||||
if ((winWidth != width) || (winHeight != height))
|
||||
{
|
||||
CORE.Window.screen.width = winWidth;
|
||||
CORE.Window.screen.height = winHeight;
|
||||
float scaleX = (float)width/winWidth;
|
||||
float scaleY = (float)height/winHeight;
|
||||
|
||||
CORE.Window.screenScale = MatrixScale(scaleX, scaleY, 1.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else // Window mode (including borderless window)
|
||||
{
|
||||
@ -1866,8 +1904,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
|
||||
CORE.Window.screen.width = (int)((float)width/scaleDpi.x);
|
||||
CORE.Window.screen.height = (int)((float)height/scaleDpi.y);
|
||||
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// On macOS and Linux-Wayland, mouse coords are already in logical space
|
||||
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
|
||||
#endif
|
||||
}
|
||||
@ -1896,8 +1934,8 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
|
||||
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
|
||||
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
// Mouse input scaling for the new screen size
|
||||
#if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
|
||||
// On macOS and Linux-Wayland, mouse coords are already in logical space
|
||||
SetMouseScale(1.0f/scalex, 1.0f/scaley);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -682,8 +682,6 @@ void InitWindow(int width, int height, const char *title)
|
||||
// Initialize window data
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.screen.width;
|
||||
CORE.Window.currentFbo.height = CORE.Window.screen.height;
|
||||
|
||||
CORE.Window.eventWaiting = false;
|
||||
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
|
||||
@ -709,10 +707,10 @@ void InitWindow(int width, int height, const char *title)
|
||||
|
||||
// Initialize rlgl default data (buffers and shaders)
|
||||
// NOTE: Current fbo size stored as globals in rlgl for convenience
|
||||
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
||||
rlglInit(CORE.Window.render.width, CORE.Window.render.height);
|
||||
|
||||
// Setup default viewport
|
||||
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
||||
SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
|
||||
|
||||
#if defined(SUPPORT_MODULE_RTEXT)
|
||||
#if defined(SUPPORT_DEFAULT_FONT)
|
||||
@ -2775,6 +2773,8 @@ FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool
|
||||
|
||||
if (DirectoryExists(basePath)) // It's a directory
|
||||
{
|
||||
if ((filter != NULL) && (filter[0] == '\0')) filter = NULL;
|
||||
|
||||
// SCAN 1: Count files
|
||||
unsigned int fileCounter = GetDirectoryFileCountEx(basePath, filter, scanSubdirs);
|
||||
|
||||
|
||||
@ -5373,6 +5373,7 @@ static Model LoadGLTF(const char *fileName)
|
||||
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
|
||||
|
||||
int primitivesCount = 0;
|
||||
bool dracoCompression = false;
|
||||
|
||||
// NOTE: We will load every primitive in the glTF as a separate raylib Mesh
|
||||
// Determine total number of meshes needed from the node hierarchy
|
||||
@ -5384,9 +5385,22 @@ static Model LoadGLTF(const char *fileName)
|
||||
|
||||
for (unsigned int p = 0; p < mesh->primitives_count; p++)
|
||||
{
|
||||
if (mesh->primitives[p].type == cgltf_primitive_type_triangles) primitivesCount++;
|
||||
if (mesh->primitives[p].has_draco_mesh_compression)
|
||||
{
|
||||
dracoCompression = true;
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load mesh data, Draco compression not supported", fileName);
|
||||
break;
|
||||
}
|
||||
else if (mesh->primitives[p].type == cgltf_primitive_type_triangles) primitivesCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (dracoCompression)
|
||||
{
|
||||
return model;
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
|
||||
}
|
||||
|
||||
TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount);
|
||||
|
||||
// Load our model data: meshes and materials
|
||||
|
||||
Reference in New Issue
Block a user