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- #include <r3d/r3d.h>
- #include <raymath.h>
- #include <stdlib.h>
- #define NUM_LIGHTS 128
- #define GRID_SIZE 100
- static inline float randf(float min, float max) {
- return min + (max - min) * ((float)rand() / (float)RAND_MAX);
- }
- int main(void)
- {
- // Initialize window
- InitWindow(800, 450, "[r3d] - Many lights example");
- SetTargetFPS(60);
- // Initialize R3D
- R3D_Init(GetScreenWidth(), GetScreenHeight());
- // Set ambient light
- R3D_ENVIRONMENT_SET(background.color, BLACK);
- R3D_ENVIRONMENT_SET(ambient.color, (Color){10, 10, 10, 255});
- // Create plane and cube meshes
- R3D_Mesh plane = R3D_GenMeshPlane(100, 100, 1, 1);
- R3D_Mesh cube = R3D_GenMeshCube(0.5f, 0.5f, 0.5f);
- R3D_Material material = R3D_GetDefaultMaterial();
- // Allocate transforms for all spheres
- R3D_InstanceBuffer instances = R3D_LoadInstanceBuffer(GRID_SIZE * GRID_SIZE, R3D_INSTANCE_POSITION);
- Vector3* positions = R3D_MapInstances(instances, R3D_INSTANCE_POSITION);
- for (int x = -50; x < 50; x++) {
- for (int z = -50; z < 50; z++) {
- positions[(z+50)*GRID_SIZE + (x+50)] = (Vector3) {x + 0.5f, 0, z + 0.5f};
- }
- }
- R3D_UnmapInstances(instances, R3D_INSTANCE_POSITION);
- // Create lights
- R3D_Light lights[NUM_LIGHTS];
- for (int i = 0; i < NUM_LIGHTS; i++) {
- lights[i] = R3D_CreateLight(R3D_LIGHT_OMNI);
- R3D_SetLightPosition(lights[i], (Vector3){randf(-50.0f, 50.0f), randf(1.0f, 5.0f), randf(-50.0f, 50.0f)});
- R3D_SetLightColor(lights[i], ColorFromHSV(randf(0.0f, 360.0f), 1.0f, 1.0f));
- R3D_SetLightRange(lights[i], randf(8.0f, 16.0f));
- R3D_SetLightActive(lights[i], true);
- }
- // Setup camera
- Camera3D camera = {
- .position = {0, 10, 10},
- .target = {0, 0, 0},
- .up = {0, 1, 0},
- .fovy = 60
- };
- // Main loop
- while (!WindowShouldClose())
- {
- UpdateCamera(&camera, CAMERA_ORBITAL);
- BeginDrawing();
- ClearBackground(RAYWHITE);
- // Draw scene
- R3D_Begin(camera);
- R3D_DrawMesh(plane, material, (Vector3) {0, -0.25f, 0}, 1.0f);
- R3D_DrawMeshInstanced(cube, material, instances, GRID_SIZE*GRID_SIZE);
- R3D_End();
- // Optionally show lights shapes
- if (IsKeyDown(KEY_F)) {
- BeginMode3D(camera);
- for (int i = 0; i < NUM_LIGHTS; i++) {
- R3D_DrawLightShape(lights[i]);
- }
- EndMode3D();
- }
- DrawFPS(10, 10);
- DrawText("Press 'F' to show the lights", 10, GetScreenHeight()-34, 24, BLACK);
- EndDrawing();
- }
- // Cleanup
- R3D_UnloadInstanceBuffer(instances);
- R3D_UnloadMesh(cube);
- R3D_UnloadMesh(plane);
- R3D_Close();
- CloseWindow();
- return 0;
- }
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