[rmodels] Optional GPU skinning (#4321)

* Added optional GPU skinning

* Added skinned bone matrices support for different file formats.

* Moved new shader locations to end of enum to avoid breaking existing examples. Added gpu skinning on drawing of instanced meshes.

* Added GPU skinning example.

* Removed variable declaration to avoid shadowing warning.
This commit is contained in:
Daniel Holden 2024-09-20 11:30:37 -04:00 committed by GitHub
parent 2f0cf8fbe1
commit 86ead96263
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11 changed files with 437 additions and 23 deletions

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@ -352,8 +352,10 @@ typedef struct Mesh {
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
Matrix *boneMatrices; // Bones animated transformation matrices
int boneCount; // Number of bones
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
@ -790,7 +792,10 @@ typedef enum {
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
@ -1591,6 +1596,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres