Shipwright/OTRGui/libs/raylib/examples/models/models_loading_gltf.c
M4xw f52a2a6406 git subrepo clone (merge) https://github.com/HarbourMasters/otrgui.git OTRGui
subrepo:
  subdir:   "OTRGui"
  merged:   "a6066a251"
upstream:
  origin:   "https://github.com/HarbourMasters/otrgui.git"
  branch:   "master"
  commit:   "a6066a251"
git-subrepo:
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  commit:   "???"
2022-03-22 02:53:51 +01:00

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4.1 KiB
C

/*******************************************************************************************
*
* raylib [models] example - Load models gltf
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode.
* Also make sure the scale parameter of your models is set to 0.0,
* scaling can be applied from the export menu.
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_GLTF_MODELS 8
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 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 mode type
// Load some models
Model model[MAX_GLTF_MODELS] = { 0 };
model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
model[7] = LoadModel("resources/models/gltf/girl.glb");
int currentModel = 0;
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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); // Update our camera with inputs
if (IsKeyReleased(KEY_RIGHT))
{
currentModel++;
if (currentModel == MAX_GLTF_MODELS) currentModel = 0;
}
if (IsKeyReleased(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(SKYBLUE);
BeginMode3D(camera);
DrawModel(model[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}