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- #include "./common.h"
- /* === Resources === */
- static Model plane = { 0 };
- static Mesh sphere = { 0 };
- static Material material = { 0 };
- static Camera3D camera = { 0 };
- static Matrix* transforms = NULL;
- static R3D_Light lights[100] = { 0 };
- /* === Examples === */
- const char* Init(void)
- {
- R3D_Init(GetScreenWidth(), GetScreenHeight(), 0);
- SetTargetFPS(60);
- plane = LoadModelFromMesh(GenMeshPlane(1000, 1000, 1, 1));
- plane.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1;
- plane.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 1;
- plane.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0;
- sphere = GenMeshSphere(0.35f, 16, 16);
- material = LoadMaterialDefault();
- material.maps[MATERIAL_MAP_OCCLUSION].value = 1;
- material.maps[MATERIAL_MAP_ROUGHNESS].value = 0.25;
- material.maps[MATERIAL_MAP_METALNESS].value = 0.75;
- camera = (Camera3D) {
- .position = (Vector3) { 0, 2, 2 },
- .target = (Vector3) { 0, 0, 0 },
- .up = (Vector3) { 0, 1, 0 },
- .fovy = 60,
- };
- transforms = RL_MALLOC(100 * 100 * sizeof(Matrix));
- for (int x = -50; x < 50; x++) {
- for (int z = -50; z < 50; z++) {
- int index = (z + 50) * 100 + (x + 50);
- transforms[index] = MatrixTranslate(x, 0, z);
- }
- }
- for (int x = -5; x < 5; x++) {
- for (int z = -5; z < 5; z++) {
- int index = (z + 5) * 10 + (x + 5);
- lights[index] = R3D_CreateLight(R3D_LIGHT_OMNI);
- R3D_SetLightPosition(lights[index], (Vector3) { x * 10, 10, z * 10 });
- R3D_SetLightColor(lights[index], ColorFromHSV((float)index / 100 * 360, 1.0f, 1.0f));
- R3D_SetLightRange(lights[index], 20.0f);
- R3D_SetLightActive(lights[index], true);
- }
- }
- return "[r3d] - lights example";
- }
- void Update(float delta)
- {
- UpdateCamera(&camera, CAMERA_ORBITAL);
- }
- void Draw(void)
- {
- R3D_Begin(camera);
- R3D_DrawModel(plane, (Vector3) { 0, -0.5f, 0 }, 1.0f);
- R3D_DrawMeshInstanced(sphere, material, transforms, 100 * 100);
- R3D_End();
- DrawFPS(10, 10);
- if (IsKeyDown(KEY_SPACE)) {
- BeginMode3D(camera);
- for (int i = 0; i < 100; i++) {
- R3D_DrawLightShape(lights[i]);
- }
- EndMode3D();
- }
- }
- void Close(void)
- {
- UnloadModel(plane);
- UnloadMesh(sphere);
- UnloadMaterial(material);
- R3D_Close();
- }
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