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+/*******************************************************************************************
+*
+* raylib [models] example - Models loading
+*
+* NOTE: raylib supports multiple models file formats:
+*
+* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
+* if files references some .mtl materials file, it will be loaded (or try to).
+* - GLTF > Text/binary file format. Includes lot of information and it could
+* also reference external files, raylib will try loading mesh and materials data.
+* - IQM > Binary file format. Includes mesh vertex data but also animation data,
+* raylib can load .iqm animations.
+* - VOX > Binary file format. MagikaVoxel mesh format:
+* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
+* - M3D > Binary file format. Model 3D format:
+* https://bztsrc.gitlab.io/model3d
+*
+* Example originally created with raylib 2.0, last time updated with raylib 4.2
+*
+* 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) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 10.0f, 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 mode type
+
+ Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
+ Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
+
+ // NOTE: bounds are calculated from the original size of the model,
+ // if model is scaled on drawing, bounds must be also scaled
+
+ bool selected = false; // Selected object flag
+
+ 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_FIRST_PERSON);
+
+ // Load new models/textures on drag&drop
+ if (IsFileDropped())
+ {
+ FilePathList droppedFiles = LoadDroppedFiles();
+
+ if (droppedFiles.count == 1) // Only support one file dropped
+ {
+ if (IsFileExtension(droppedFiles.paths[0], ".obj") ||
+ IsFileExtension(droppedFiles.paths[0], ".gltf") ||
+ IsFileExtension(droppedFiles.paths[0], ".glb") ||
+ IsFileExtension(droppedFiles.paths[0], ".vox") ||
+ IsFileExtension(droppedFiles.paths[0], ".iqm") ||
+ IsFileExtension(droppedFiles.paths[0], ".m3d")) // Model file formats supported
+ {
+ UnloadModel(model); // Unload previous model
+ model = LoadModel(droppedFiles.paths[0]); // Load new model
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
+
+ bounds = GetMeshBoundingBox(model.meshes[0]);
+
+ // TODO: Move camera position from target enough distance to visualize model properly
+ }
+ else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
+ {
+ // Unload current model texture and load new one
+ UnloadTexture(texture);
+ texture = LoadTexture(droppedFiles.paths[0]);
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ }
+ }
+
+ UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
+ }
+
+ // Select model on mouse click
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
+ {
+ // Check collision between ray and box
+ if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
+ else selected = false;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
+
+ DrawGrid(20, 10.0f); // Draw a grid
+
+ if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
+
+ EndMode3D();
+
+ DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
+ if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
+
+ DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(texture); // Unload texture
+ UnloadModel(model); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file