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@ -1,25 +1,16 @@ |
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/******************************************************************************************* |
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* |
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* raylib [models] example - Load models gltf |
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* raylib [models] example - loading gltf |
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* |
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* This example has been created using raylib 3.5 (www.raylib.com) |
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* This example has been created using raylib 4.2 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be |
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* in the same position as they would be in edit mode. |
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* Also make sure the scale parameter of your models is set to 0.0, |
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* scaling can be applied from the export menu. |
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* |
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* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5) |
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* Copyright (c) 2022 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#define MAX_GLTF_MODELS 8 |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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@ -30,7 +21,7 @@ int main(void) |
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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 - model"); |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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@ -40,18 +31,8 @@ int main(void) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type |
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// Load some models |
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Model model[MAX_GLTF_MODELS] = { 0 }; |
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model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb"); |
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model[1] = LoadModel("resources/models/gltf/rigged_figure.glb"); |
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model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb"); |
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model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb"); |
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model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf"); |
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model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb"); |
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model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb"); |
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model[7] = LoadModel("resources/models/gltf/girl.glb"); |
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int currentModel = 0; |
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// Loaf gltf model |
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Model model = LoadModel("resources/models/gltf/robot.glb"); |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
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@ -66,18 +47,6 @@ int main(void) |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera); // Update our camera with inputs |
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if (IsKeyReleased(KEY_RIGHT)) |
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{ |
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currentModel++; |
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if (currentModel == MAX_GLTF_MODELS) currentModel = 0; |
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} |
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if (IsKeyReleased(KEY_LEFT)) |
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{ |
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currentModel--; |
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if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 1; |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -88,7 +57,7 @@ int main(void) |
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BeginMode3D(camera); |
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DrawModel(model[currentModel], position, 1.0f, WHITE); |
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DrawModel(model, position, 1.0f, WHITE); |
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DrawGrid(10, 1.0f); // Draw a grid |
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EndMode3D(); |
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@ -99,8 +68,8 @@ int main(void) |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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k">for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models |
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n">UnloadModel(model); // Unload model and meshes/material |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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