|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [models] example - animation gpu skinning | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★★☆] 3/4 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2024-2025 Daniel Holden (@orangeduck) | 
						
						
							|  | * | 
						
						
							|  | *   Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning"); | 
						
						
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							|  |     // 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)); | 
						
						
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							|  |     characterModel.materials[1].shader = skinningShader; | 
						
						
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							|  |     // Load gltf model animations | 
						
						
							|  |     int animsCount = 0; | 
						
						
							|  |     unsigned int animIndex = 0; | 
						
						
							|  |     unsigned int animCurrentFrame = 0; | 
						
						
							|  |     ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); | 
						
						
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							|  |     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); | 
						
						
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							|  |         // Select current animation | 
						
						
							|  |         if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; | 
						
						
							|  |         else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; | 
						
						
							|  | 
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							|  |         // 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(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginMode3D(camera); | 
						
						
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							|  |                 // Draw character mesh, pose calculation is done in shader (GPU skinning) | 
						
						
							|  |                 DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); | 
						
						
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							|  |                 DrawGrid(10, 1.0f); | 
						
						
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							|  |             EndMode3D(); | 
						
						
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							|  |             DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | } |