animation.c 3.6 KB

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  1. #include "./common.h"
  2. #include "r3d.h"
  3. #include "raylib.h"
  4. #include "raymath.h"
  5. /* === Resources === */
  6. static R3D_Mesh plane = { 0 };
  7. static R3D_Model dancer = { 0 };
  8. static R3D_Material material = { 0 };
  9. static Matrix instances[2*2] = { 0 };
  10. static Camera3D camera = { 0 };
  11. static int animCount = 0;
  12. static R3D_ModelAnimation* anims = NULL;
  13. static R3D_Light lights[2] = { 0 };
  14. /* === Example === */
  15. const char* Init(void)
  16. {
  17. /* --- Initialize R3D with FXAA and disable frustum culling --- */
  18. R3D_Init(GetScreenWidth(), GetScreenHeight(), R3D_FLAG_FXAA | R3D_FLAG_NO_FRUSTUM_CULLING);
  19. /* --- Set the application frame rate --- */
  20. SetTargetFPS(60);
  21. /* --- Enable post-processing effects --- */
  22. R3D_SetSSAO(true);
  23. R3D_SetBloomIntensity(0.03f);
  24. R3D_SetBloomMode(R3D_BLOOM_ADDITIVE);
  25. R3D_SetTonemapMode(R3D_TONEMAP_ACES);
  26. /* --- Set background and ambient lighting colors --- */
  27. R3D_SetBackgroundColor(BLACK);
  28. R3D_SetAmbientColor((Color) { 7, 7, 7, 255 });
  29. /* --- Generate a plane to serve as the ground --- */
  30. plane = R3D_GenMeshPlane(32, 32, 1, 1, true);
  31. /* --- Load the 3D model and its default material --- */
  32. dancer = R3D_LoadModel(RESOURCES_PATH "dancer.glb");
  33. material = R3D_GetDefaultMaterial();
  34. /* --- Create instance matrices for multiple model copies --- */
  35. for (int z = 0; z < 2; z++) {
  36. for (int x = 0; x < 2; x++) {
  37. instances[z * 2 + x] = MatrixTranslate((float)x - 0.5f, 0, (float)z - 0.5f);
  38. }
  39. }
  40. /* --- Generate a checkerboard texture for the material --- */
  41. Image checked = GenImageChecked(2, 2, 1, 1, (Color) { 20, 20, 20, 255 }, WHITE);
  42. material.albedo.texture = LoadTextureFromImage(checked);
  43. UnloadImage(checked);
  44. SetTextureWrap(material.albedo.texture, TEXTURE_WRAP_REPEAT);
  45. /* --- Set material properties --- */
  46. material.orm.roughness = 0.5f;
  47. material.orm.metalness = 0.5f;
  48. material.uvScale.x = 64.0f;
  49. material.uvScale.y = 64.0f;
  50. /* --- Load model animations --- */
  51. anims = R3D_LoadModelAnimations(RESOURCES_PATH "dancer.glb", &animCount, 60);
  52. /* --- Setup scene lights with shadows --- */
  53. lights[0] = R3D_CreateLight(R3D_LIGHT_OMNI);
  54. R3D_SetLightPosition(lights[0], (Vector3) { -10.0f, 25.0f, 0.0f });
  55. R3D_EnableShadow(lights[0], 4096);
  56. R3D_SetLightActive(lights[0], true);
  57. lights[1] = R3D_CreateLight(R3D_LIGHT_OMNI);
  58. R3D_SetLightPosition(lights[1], (Vector3) { +10.0f, 25.0f, 0.0f });
  59. R3D_EnableShadow(lights[1], 4096);
  60. R3D_SetLightActive(lights[1], true);
  61. /* --- Setup the camera --- */
  62. camera = (Camera3D) {
  63. .position = (Vector3) { 0, 2.0f, 3.5f },
  64. .target = (Vector3) { 0, 1.0f, 1.5f },
  65. .up = (Vector3) { 0, 1, 0 },
  66. .fovy = 60,
  67. };
  68. /* --- Capture the mouse and let's go! --- */
  69. DisableCursor();
  70. return "[r3d] - Animation example";
  71. }
  72. void Update(float delta)
  73. {
  74. UpdateCamera(&camera, CAMERA_FREE);
  75. dancer.anim = &anims[0];
  76. dancer.animFrame++;
  77. R3D_SetLightColor(lights[0], ColorFromHSV(90.0f * (float)GetTime() + 90.0f, 1.0f, 1.0f));
  78. R3D_SetLightColor(lights[1], ColorFromHSV(90.0f * (float)GetTime() - 90.0f, 1.0f, 1.0f));
  79. }
  80. void Draw(void)
  81. {
  82. static int frame = 0;
  83. R3D_Begin(camera);
  84. R3D_DrawMesh(&plane, &material, MatrixIdentity());
  85. R3D_DrawModel(&dancer, (Vector3) { 0, 0, 1.5f }, 1.0f);
  86. R3D_DrawModelInstanced(&dancer, instances, 2*2);
  87. R3D_End();
  88. DrawCredits("Model made by zhuoyi0904");
  89. }
  90. void Close(void)
  91. {
  92. R3D_UnloadMesh(&plane);
  93. R3D_UnloadModel(&dancer, true);
  94. R3D_UnloadMaterial(&material);
  95. R3D_Close();
  96. }