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- #include <r3d/r3d.h>
- #include <raymath.h>
- #ifndef RESOURCES_PATH
- # define RESOURCES_PATH "./"
- #endif
- int main(void)
- {
- // Initialize window
- InitWindow(800, 450, "[r3d] - PBR example");
- SetTargetFPS(60);
- // Initialize R3D
- R3D_Init(GetScreenWidth(), GetScreenHeight());
- R3D_SetAntiAliasing(R3D_ANTI_ALIASING_FXAA);
- // Setup environment sky
- R3D_Cubemap cubemap = R3D_LoadCubemap(RESOURCES_PATH "panorama/indoor.hdr", R3D_CUBEMAP_LAYOUT_AUTO_DETECT);
- R3D_ENVIRONMENT_SET(background.skyBlur, 0.775f);
- R3D_ENVIRONMENT_SET(background.sky, cubemap);
- // Setup environment ambient
- R3D_AmbientMap ambientMap = R3D_GenAmbientMap(cubemap, R3D_AMBIENT_ILLUMINATION | R3D_AMBIENT_REFLECTION);
- R3D_ENVIRONMENT_SET(ambient.map, ambientMap);
- // Setup bloom
- R3D_ENVIRONMENT_SET(bloom.mode, R3D_BLOOM_MIX);
- R3D_ENVIRONMENT_SET(bloom.intensity, 0.02f);
- // Setup tonemapping
- R3D_ENVIRONMENT_SET(tonemap.mode, R3D_TONEMAP_FILMIC);
- R3D_ENVIRONMENT_SET(tonemap.exposure, 0.5f);
- R3D_ENVIRONMENT_SET(tonemap.white, 4.0f);
- // Load model
- R3D_SetTextureFilter(TEXTURE_FILTER_ANISOTROPIC_4X);
- R3D_Model model = R3D_LoadModel(RESOURCES_PATH "models/DamagedHelmet.glb");
- Matrix modelMatrix = MatrixIdentity();
- float modelScale = 1.0f;
- // Setup camera
- Camera3D camera = {
- .position = {0, 0, 2.5f},
- .target = {0, 0, 0},
- .up = {0, 1, 0},
- .fovy = 60
- };
- // Main loop
- while (!WindowShouldClose())
- {
- // Update model scale with mouse wheel
- modelScale = Clamp(modelScale + GetMouseWheelMove() * 0.1f, 0.25f, 2.5f);
- // Rotate model with left mouse button
- if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
- float pitch = (GetMouseDelta().y * 0.005f) / modelScale;
- float yaw = (GetMouseDelta().x * 0.005f) / modelScale;
- Matrix rotate = MatrixRotateXYZ((Vector3){pitch, yaw, 0.0f});
- modelMatrix = MatrixMultiply(modelMatrix, rotate);
- }
- BeginDrawing();
- ClearBackground(RAYWHITE);
- R3D_Begin(camera);
- Matrix scale = MatrixScale(modelScale, modelScale, modelScale);
- Matrix transform = MatrixMultiply(modelMatrix, scale);
- R3D_DrawModelPro(model, transform);
- R3D_End();
- EndDrawing();
- }
- // Cleanup
- R3D_UnloadModel(model, true);
- R3D_UnloadAmbientMap(ambientMap);
- R3D_UnloadCubemap(cubemap);
- R3D_Close();
- CloseWindow();
- return 0;
- }
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