pbr.c 2.5 KB

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  1. #include <r3d/r3d.h>
  2. #include <raymath.h>
  3. #ifndef RESOURCES_PATH
  4. # define RESOURCES_PATH "./"
  5. #endif
  6. int main(void)
  7. {
  8. // Initialize window
  9. InitWindow(800, 450, "[r3d] - PBR example");
  10. SetTargetFPS(60);
  11. // Initialize R3D
  12. R3D_Init(GetScreenWidth(), GetScreenHeight());
  13. R3D_SetAntiAliasing(R3D_ANTI_ALIASING_FXAA);
  14. // Setup environment sky
  15. R3D_Cubemap cubemap = R3D_LoadCubemap(RESOURCES_PATH "panorama/indoor.hdr", R3D_CUBEMAP_LAYOUT_AUTO_DETECT);
  16. R3D_ENVIRONMENT_SET(background.skyBlur, 0.775f);
  17. R3D_ENVIRONMENT_SET(background.sky, cubemap);
  18. // Setup environment ambient
  19. R3D_AmbientMap ambientMap = R3D_GenAmbientMap(cubemap, R3D_AMBIENT_ILLUMINATION | R3D_AMBIENT_REFLECTION);
  20. R3D_ENVIRONMENT_SET(ambient.map, ambientMap);
  21. // Setup bloom
  22. R3D_ENVIRONMENT_SET(bloom.mode, R3D_BLOOM_MIX);
  23. R3D_ENVIRONMENT_SET(bloom.intensity, 0.02f);
  24. // Setup tonemapping
  25. R3D_ENVIRONMENT_SET(tonemap.mode, R3D_TONEMAP_FILMIC);
  26. R3D_ENVIRONMENT_SET(tonemap.exposure, 0.5f);
  27. R3D_ENVIRONMENT_SET(tonemap.white, 4.0f);
  28. // Load model
  29. R3D_SetTextureFilter(TEXTURE_FILTER_ANISOTROPIC_4X);
  30. R3D_Model model = R3D_LoadModel(RESOURCES_PATH "models/DamagedHelmet.glb");
  31. Matrix modelMatrix = MatrixIdentity();
  32. float modelScale = 1.0f;
  33. // Setup camera
  34. Camera3D camera = {
  35. .position = {0, 0, 2.5f},
  36. .target = {0, 0, 0},
  37. .up = {0, 1, 0},
  38. .fovy = 60
  39. };
  40. // Main loop
  41. while (!WindowShouldClose())
  42. {
  43. // Update model scale with mouse wheel
  44. modelScale = Clamp(modelScale + GetMouseWheelMove() * 0.1f, 0.25f, 2.5f);
  45. // Rotate model with left mouse button
  46. if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
  47. float pitch = (GetMouseDelta().y * 0.005f) / modelScale;
  48. float yaw = (GetMouseDelta().x * 0.005f) / modelScale;
  49. Matrix rotate = MatrixRotateXYZ((Vector3){pitch, yaw, 0.0f});
  50. modelMatrix = MatrixMultiply(modelMatrix, rotate);
  51. }
  52. BeginDrawing();
  53. ClearBackground(RAYWHITE);
  54. R3D_Begin(camera);
  55. Matrix scale = MatrixScale(modelScale, modelScale, modelScale);
  56. Matrix transform = MatrixMultiply(modelMatrix, scale);
  57. R3D_DrawModelPro(model, transform);
  58. R3D_End();
  59. EndDrawing();
  60. }
  61. // Cleanup
  62. R3D_UnloadModel(model, true);
  63. R3D_UnloadAmbientMap(ambientMap);
  64. R3D_UnloadCubemap(cubemap);
  65. R3D_Close();
  66. CloseWindow();
  67. return 0;
  68. }