aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/models/models_gpu_skinning.c
blob: f36ec4147467c12acd561c651cbf474f14ba50f6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
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;
}