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Diffstat (limited to 'examples/models/models_loading.c')
| -rw-r--r-- | examples/models/models_loading.c | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c new file mode 100644 index 00000000..af9c5e39 --- /dev/null +++ b/examples/models/models_loading.c @@ -0,0 +1,142 @@ +/******************************************************************************************* +* +* raylib [models] example - Models loading +* +* raylib supports multiple models file formats: +* +* - OBJ > Text file, must include vertex position-texcoords-normals information, +* if files references some .mtl materials file, it will be loaded (or try to) +* - GLTF > Modern text/binary file format, includes lot of information and it could +* also reference external files, raylib will try loading mesh and materials data +* - IQM > Binary file format including mesh vertex data but also animation data, +* raylib can load .iqm animations. +* +* This example has been created using raylib 2.6 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 10.0f, 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.type = CAMERA_PERSPECTIVE; // Camera mode type + + Model model = LoadModel("resources/models/castle.obj"); // Load model + Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture + model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture + + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds + + // NOTE: bounds are calculated from the original size of the model, + // if model is scaled on drawing, bounds must be also scaled + + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode + + bool selected = false; // Selected object flag + + 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); + + // Load new models/textures on drag&drop + if (IsFileDropped()) + { + int count = 0; + char **droppedFiles = GetDroppedFiles(&count); + + if (count == 1) // Only support one file dropped + { + if (IsFileExtension(droppedFiles[0], ".obj") || + IsFileExtension(droppedFiles[0], ".gltf") || + IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported + { + UnloadModel(model); // Unload previous model + model = LoadModel(droppedFiles[0]); // Load new model + model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture + + bounds = MeshBoundingBox(model.meshes[0]); + + // TODO: Move camera position from target enough distance to visualize model properly + } + else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported + { + // Unload current model texture and load new one + UnloadTexture(texture); + texture = LoadTexture(droppedFiles[0]); + model.materials[0].maps[MAP_DIFFUSE].texture = texture; + } + } + + ClearDroppedFiles(); // Clear internal buffers + } + + // Select model on mouse click + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + // Check collision between ray and box + if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected; + else selected = false; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture + + DrawGrid(20, 10.0f); // Draw a grid + + if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box + + EndMode3D(); + + DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY); + if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN); + + DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Unload texture + UnloadModel(model); // Unload model + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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