#include "./common.h" #include "r3d.h" #include /* === Resources === */ static Camera3D camera = { 0 }; static R3D_Mesh sphere = { 0 }; static R3D_Material materials[5] = { 0 }; /* === Example === */ const char* Init(void) { /* --- Initialize R3D with its internal resolution --- */ R3D_Init(GetScreenWidth(), GetScreenHeight(), 0); /* --- Some raylib setup --- */ SetWindowState(FLAG_WINDOW_RESIZABLE); SetTargetFPS(60); /* --- Generate a sphere mesh and configure its material --- */ sphere = R3D_GenMeshSphere(0.5f, 64, 64, true); for (int i = 0; i < 5; i++) { materials[i] = R3D_GetDefaultMaterial(); materials[i].albedo.color = ColorFromHSV((float)i / 5 * 330, 1.0f, 1.0f); } /* --- Setup the scene lighting --- */ R3D_Light light = R3D_CreateLight(R3D_LIGHT_DIR); { R3D_SetLightDirection(light, (Vector3) { 0, 0, -1 }); R3D_SetLightActive(light, true); } /* --- Setup the camera --- */ camera = (Camera3D){ .position = (Vector3) { 0, 2, 2 }, .target = (Vector3) { 0, 0, 0 }, .up = (Vector3) { 0, 1, 0 }, .fovy = 60, }; return "[r3d] - Resize example"; } void Update(float delta) { UpdateCamera(&camera, CAMERA_ORBITAL); if (IsKeyPressed(KEY_R)) { bool keep = R3D_HasState(R3D_FLAG_ASPECT_KEEP); if (keep) R3D_ClearState(R3D_FLAG_ASPECT_KEEP); else R3D_SetState(R3D_FLAG_ASPECT_KEEP); } if (IsKeyPressed(KEY_F)) { bool linear = R3D_HasState(R3D_FLAG_BLIT_LINEAR); if (linear) R3D_ClearState(R3D_FLAG_BLIT_LINEAR); else R3D_SetState(R3D_FLAG_BLIT_LINEAR); } } void Draw(void) { bool keep = R3D_HasState(R3D_FLAG_ASPECT_KEEP); bool linear = R3D_HasState(R3D_FLAG_BLIT_LINEAR); if (keep) { ClearBackground(BLACK); } R3D_Begin(camera); rlPushMatrix(); for (int i = 0; i < 5; i++) { R3D_DrawMesh(&sphere, &materials[i], MatrixTranslate(i - 2, 0, 0)); } rlPopMatrix(); R3D_End(); DrawText(TextFormat("Resize mode: %s", keep ? "KEEP" : "EXPAND"), 10, 10, 20, BLACK); DrawText(TextFormat("Filter mode: %s", linear ? "LINEAR" : "NEAREST"), 10, 40, 20, BLACK); } void Close(void) { R3D_UnloadMesh(&sphere); R3D_Close(); }