aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/models/models_gpu_skinning.c
diff options
context:
space:
mode:
authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_gpu_skinning.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/models/models_gpu_skinning.c')
-rw-r--r--deps/raylib/examples/models/models_gpu_skinning.c119
1 files changed, 119 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/models_gpu_skinning.c b/deps/raylib/examples/models/models_gpu_skinning.c
new file mode 100644
index 0000000..f36ec41
--- /dev/null
+++ b/deps/raylib/examples/models/models_gpu_skinning.c
@@ -0,0 +1,119 @@
+/*******************************************************************************************
+*
+* 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;
+} \ No newline at end of file