#include "./common.h" /* === Resources === */ static Model cube = { 0 }; static Model plane = { 0 }; static Model sphere = { 0 }; static Camera3D camera = { 0 }; /* === Examples === */ const char* Init(void) { R3D_Init(GetScreenWidth(), GetScreenHeight(), 0); SetTargetFPS(60); // NOTE: This mode is already the default one, but the call is made here for example purposes. // In this mode, R3D will attempt to detect when to perform deferred or forward rendering // automatically based on the alpha of the albedo color or the format of the albedo texture. R3D_ApplyRenderMode(R3D_RENDER_AUTO_DETECT); cube = LoadModelFromMesh(GenMeshCube(1, 1, 1)); cube.materials[0].maps[MATERIAL_MAP_ALBEDO].color = (Color){ 100, 100, 255, 100 }; cube.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; cube.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.2f; cube.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.2f; plane = LoadModelFromMesh(GenMeshPlane(1000, 1000, 1, 1)); plane.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; plane.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 1.0f; plane.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; sphere = LoadModelFromMesh(GenMeshSphere(0.5f, 64, 64)); sphere.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; sphere.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.25f; sphere.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.75f; camera = (Camera3D){ .position = (Vector3) { 0, 2, 2 }, .target = (Vector3) { 0, 0, 0 }, .up = (Vector3) { 0, 1, 0 }, .fovy = 60, }; R3D_Light light = R3D_CreateLight(R3D_LIGHT_SPOT); { R3D_SetLightPosition(light, (Vector3) { 0, 10, 5 }); R3D_SetLightTarget(light, (Vector3) { 0 }); R3D_SetLightActive(light, true); R3D_EnableShadow(light, 4096); } return "[r3d] - transparency example"; } void Update(float delta) { UpdateCamera(&camera, CAMERA_ORBITAL); } void Draw(void) { R3D_Begin(camera); { R3D_ApplyShadowCastMode(R3D_SHADOW_CAST_FRONT_FACES); R3D_DrawModel(plane, (Vector3) { 0, -0.5f, 0 }, 1.0f); R3D_DrawModel(sphere, (Vector3) { 0 }, 1.0f); R3D_ApplyShadowCastMode(R3D_SHADOW_CAST_DISABLED); R3D_DrawModel(cube, (Vector3) { 0 }, 1.0f); } R3D_End(); } void Close(void) { UnloadModel(plane); UnloadModel(sphere); R3D_Close(); }