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authorraysan5 <[email protected]>2021-10-12 20:23:59 +0200
committerraysan5 <[email protected]>2021-10-12 20:23:59 +0200
commitd92531b81d7397fab8a86ad939fdd109b2ca71fb (patch)
treece5b938c854dae90109bf39ce45a5a0dfc60e10a /examples/models/models_loading_gltf.c
parent670eab8b17780bb33a671fc3474fc23d8588475d (diff)
downloadraylib-d92531b81d7397fab8a86ad939fdd109b2ca71fb.tar.gz
raylib-d92531b81d7397fab8a86ad939fdd109b2ca71fb.zip
Rename examples for consistency
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diff --git a/examples/models/models_loading_gltf.c b/examples/models/models_loading_gltf.c
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+/*******************************************************************************************
+*
+* raylib [models] example - Load 3d gltf model
+*
+* 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)
+*
+* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************
+*
+* 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.
+* and that the scale of your models is set to 0. Scaling can be done from the export menu.
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h>
+
+#define MAX_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
+
+ Model model[MAX_MODELS] = { 0 };
+
+ model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
+ model[1] = LoadModel("resources/gltf/rigged_figure.glb");
+ model[2] = LoadModel("resources/gltf/GearboxAssy.glb");
+ model[3] = LoadModel("resources/gltf/BoxAnimated.glb");
+ model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
+ model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
+ model[6] = LoadModel("resources/gltf/vertex_colored_object.glb");
+ model[7] = LoadModel("resources/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);
+
+ if (IsKeyReleased(KEY_RIGHT))
+ {
+ currentModel++;
+ if (currentModel == MAX_MODELS) currentModel = 0;
+ }
+
+ if (IsKeyReleased(KEY_LEFT))
+ {
+ currentModel--;
+ if (currentModel < 0) currentModel = MAX_MODELS - 1;
+ }
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(SKYBLUE);
+
+ BeginMode3D(camera);
+
+ DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE);
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ EndMode3D();
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ for (int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}