/******************************************************************************************* * * 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; }