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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
106 lines
4.1 KiB
C
106 lines
4.1 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - Load models 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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* 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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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_GLTF_MODELS 8
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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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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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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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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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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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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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(SKYBLUE);
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BeginMode3D(camera);
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DrawModel(model[currentModel], position, 1.0f, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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