#include "./common.h" /* === Resources === */ static R3D_Mesh plane = { 0 }; static R3D_Mesh sphere = { 0 }; static R3D_Material material = { 0 }; static Camera3D camera = { 0 }; /* === Example === */ const char* Init(void) { /* --- Initialize R3D with its internal resolution --- */ R3D_Init(GetScreenWidth(), GetScreenHeight(), 0); SetTargetFPS(60); /* --- Load gen a plane and sphere meshes and a default material to render them --- */ plane = R3D_GenMeshPlane(1000, 1000, 1, 1); sphere = R3D_GenMeshSphere(0.5f, 64, 64); material = R3D_GetDefaultMaterial(); /* --- Setup the scene lighting --- */ R3D_SetAmbientColor((Color) { 10, 10, 10, 255 }); R3D_Light light = R3D_CreateLight(R3D_LIGHT_SPOT); { R3D_LightLookAt(light, (Vector3) { 0, 10, 5 }, (Vector3) { 0 }); R3D_EnableShadow(light, 4096); 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] - Basic example"; } void Update(float delta) { UpdateCamera(&camera, CAMERA_ORBITAL); } void Draw(void) { R3D_Begin(camera); R3D_DrawMesh(&plane, &material, MatrixTranslate(0, -0.5f, 0)); R3D_DrawMesh(&sphere, &material, MatrixIdentity()); R3D_End(); } void Close(void) { R3D_UnloadMesh(&plane); R3D_UnloadMesh(&sphere); R3D_Close(); }