lights.c 2.7 KB

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  1. #include <r3d/r3d.h>
  2. #include <raymath.h>
  3. #include <stdlib.h>
  4. #define NUM_LIGHTS 128
  5. #define GRID_SIZE 100
  6. static inline float randf(float min, float max) {
  7. return min + (max - min) * ((float)rand() / (float)RAND_MAX);
  8. }
  9. int main(void)
  10. {
  11. // Initialize window
  12. InitWindow(800, 450, "[r3d] - Many lights example");
  13. SetTargetFPS(60);
  14. // Initialize R3D
  15. R3D_Init(GetScreenWidth(), GetScreenHeight());
  16. // Set ambient light
  17. R3D_ENVIRONMENT_SET(background.color, BLACK);
  18. R3D_ENVIRONMENT_SET(ambient.color, (Color){10, 10, 10, 255});
  19. // Create plane and cube meshes
  20. R3D_Mesh plane = R3D_GenMeshPlane(100, 100, 1, 1);
  21. R3D_Mesh cube = R3D_GenMeshCube(0.5f, 0.5f, 0.5f);
  22. R3D_Material material = R3D_GetDefaultMaterial();
  23. // Allocate transforms for all spheres
  24. R3D_InstanceBuffer instances = R3D_LoadInstanceBuffer(GRID_SIZE * GRID_SIZE, R3D_INSTANCE_POSITION);
  25. Vector3* positions = R3D_MapInstances(instances, R3D_INSTANCE_POSITION);
  26. for (int x = -50; x < 50; x++) {
  27. for (int z = -50; z < 50; z++) {
  28. positions[(z+50)*GRID_SIZE + (x+50)] = (Vector3) {x + 0.5f, 0, z + 0.5f};
  29. }
  30. }
  31. R3D_UnmapInstances(instances, R3D_INSTANCE_POSITION);
  32. // Create lights
  33. R3D_Light lights[NUM_LIGHTS];
  34. for (int i = 0; i < NUM_LIGHTS; i++) {
  35. lights[i] = R3D_CreateLight(R3D_LIGHT_OMNI);
  36. R3D_SetLightPosition(lights[i], (Vector3){randf(-50.0f, 50.0f), randf(1.0f, 5.0f), randf(-50.0f, 50.0f)});
  37. R3D_SetLightColor(lights[i], ColorFromHSV(randf(0.0f, 360.0f), 1.0f, 1.0f));
  38. R3D_SetLightRange(lights[i], randf(8.0f, 16.0f));
  39. R3D_SetLightActive(lights[i], true);
  40. }
  41. // Setup camera
  42. Camera3D camera = {
  43. .position = {0, 10, 10},
  44. .target = {0, 0, 0},
  45. .up = {0, 1, 0},
  46. .fovy = 60
  47. };
  48. // Main loop
  49. while (!WindowShouldClose())
  50. {
  51. UpdateCamera(&camera, CAMERA_ORBITAL);
  52. BeginDrawing();
  53. ClearBackground(RAYWHITE);
  54. // Draw scene
  55. R3D_Begin(camera);
  56. R3D_DrawMesh(plane, material, (Vector3) {0, -0.25f, 0}, 1.0f);
  57. R3D_DrawMeshInstanced(cube, material, instances, GRID_SIZE*GRID_SIZE);
  58. R3D_End();
  59. // Optionally show lights shapes
  60. if (IsKeyDown(KEY_F)) {
  61. BeginMode3D(camera);
  62. for (int i = 0; i < NUM_LIGHTS; i++) {
  63. R3D_DrawLightShape(lights[i]);
  64. }
  65. EndMode3D();
  66. }
  67. DrawFPS(10, 10);
  68. DrawText("Press 'F' to show the lights", 10, GetScreenHeight()-34, 24, BLACK);
  69. EndDrawing();
  70. }
  71. // Cleanup
  72. R3D_UnloadInstanceBuffer(instances);
  73. R3D_UnloadMesh(cube);
  74. R3D_UnloadMesh(plane);
  75. R3D_Close();
  76. CloseWindow();
  77. return 0;
  78. }