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- #include "./common.h"
- #include "r3d.h"
- #include "raylib.h"
- #include "raymath.h"
- /* === Resources === */
- static R3D_Mesh plane = { 0 };
- static R3D_Model dancer = { 0 };
- static R3D_Material material = { 0 };
- static Matrix instances[2*2] = { 0 };
- static Camera3D camera = { 0 };
- static int animCount = 0;
- static R3D_ModelAnimation* anims = NULL;
- static R3D_Light lights[2] = { 0 };
- /* === Example === */
- const char* Init(void)
- {
- /* --- Initialize R3D with FXAA and disable frustum culling --- */
- R3D_Init(GetScreenWidth(), GetScreenHeight(), R3D_FLAG_FXAA | R3D_FLAG_NO_FRUSTUM_CULLING);
- /* --- Set the application frame rate --- */
- SetTargetFPS(60);
- /* --- Enable post-processing effects --- */
- R3D_SetSSAO(true);
- R3D_SetBloomIntensity(0.03f);
- R3D_SetBloomMode(R3D_BLOOM_ADDITIVE);
- R3D_SetTonemapMode(R3D_TONEMAP_ACES);
- /* --- Set background and ambient lighting colors --- */
- R3D_SetBackgroundColor(BLACK);
- R3D_SetAmbientColor((Color) { 7, 7, 7, 255 });
- /* --- Generate a plane to serve as the ground --- */
- plane = R3D_GenMeshPlane(32, 32, 1, 1, true);
- /* --- Load the 3D model and its default material --- */
- dancer = R3D_LoadModel(RESOURCES_PATH "dancer.glb");
- material = R3D_GetDefaultMaterial();
- /* --- Create instance matrices for multiple model copies --- */
- for (int z = 0; z < 2; z++) {
- for (int x = 0; x < 2; x++) {
- instances[z * 2 + x] = MatrixTranslate((float)x - 0.5f, 0, (float)z - 0.5f);
- }
- }
- /* --- Generate a checkerboard texture for the material --- */
- Image checked = GenImageChecked(2, 2, 1, 1, (Color) { 20, 20, 20, 255 }, WHITE);
- material.albedo.texture = LoadTextureFromImage(checked);
- UnloadImage(checked);
- SetTextureWrap(material.albedo.texture, TEXTURE_WRAP_REPEAT);
- /* --- Set material properties --- */
- material.orm.roughness = 0.5f;
- material.orm.metalness = 0.5f;
- material.uvScale.x = 64.0f;
- material.uvScale.y = 64.0f;
- /* --- Load model animations --- */
- anims = R3D_LoadModelAnimations(RESOURCES_PATH "dancer.glb", &animCount, 60);
- /* --- Setup scene lights with shadows --- */
- lights[0] = R3D_CreateLight(R3D_LIGHT_OMNI);
- R3D_SetLightPosition(lights[0], (Vector3) { -10.0f, 25.0f, 0.0f });
- R3D_EnableShadow(lights[0], 4096);
- R3D_SetLightActive(lights[0], true);
- lights[1] = R3D_CreateLight(R3D_LIGHT_OMNI);
- R3D_SetLightPosition(lights[1], (Vector3) { +10.0f, 25.0f, 0.0f });
- R3D_EnableShadow(lights[1], 4096);
- R3D_SetLightActive(lights[1], true);
- /* --- Setup the camera --- */
- camera = (Camera3D) {
- .position = (Vector3) { 0, 2.0f, 3.5f },
- .target = (Vector3) { 0, 1.0f, 1.5f },
- .up = (Vector3) { 0, 1, 0 },
- .fovy = 60,
- };
- /* --- Capture the mouse and let's go! --- */
- DisableCursor();
- return "[r3d] - Animation example";
- }
- void Update(float delta)
- {
- UpdateCamera(&camera, CAMERA_FREE);
- dancer.anim = &anims[0];
- dancer.animFrame++;
- R3D_SetLightColor(lights[0], ColorFromHSV(90.0f * (float)GetTime() + 90.0f, 1.0f, 1.0f));
- R3D_SetLightColor(lights[1], ColorFromHSV(90.0f * (float)GetTime() - 90.0f, 1.0f, 1.0f));
- }
- void Draw(void)
- {
- static int frame = 0;
- R3D_Begin(camera);
- R3D_DrawMesh(&plane, &material, MatrixIdentity());
- R3D_DrawModel(&dancer, (Vector3) { 0, 0, 1.5f }, 1.0f);
- R3D_DrawModelInstanced(&dancer, instances, 2*2);
- R3D_End();
- DrawCredits("Model made by zhuoyi0904");
- }
- void Close(void)
- {
- R3D_UnloadMesh(&plane);
- R3D_UnloadModel(&dancer, true);
- R3D_UnloadMaterial(&material);
- R3D_Close();
- }
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