animation.c 3.6 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] - Animation example");
  10. SetTargetFPS(60);
  11. // Initialize R3D with FXAA and no frustum culling
  12. R3D_Init(GetScreenWidth(), GetScreenHeight(), R3D_FLAG_FXAA | R3D_FLAG_NO_FRUSTUM_CULLING);
  13. // Enable post-processing effects
  14. R3D_ENVIRONMENT_SET(ssao.enabled, true);
  15. R3D_ENVIRONMENT_SET(bloom.intensity, 0.03f);
  16. R3D_ENVIRONMENT_SET(bloom.mode, R3D_BLOOM_ADDITIVE);
  17. R3D_ENVIRONMENT_SET(tonemap.mode, R3D_TONEMAP_ACES);
  18. // Set background and ambient colors
  19. R3D_ENVIRONMENT_SET(background.color, BLACK);
  20. R3D_ENVIRONMENT_SET(ambient.color, (Color){10, 10, 10, 255});
  21. // Create ground plane
  22. R3D_Mesh plane = R3D_GenMeshPlane(32, 32, 1, 1);
  23. R3D_Material planeMat = R3D_GetDefaultMaterial();
  24. planeMat.orm.roughness = 0.5f;
  25. planeMat.orm.metalness = 0.5f;
  26. planeMat.uvScale = (Vector2){8.0f, 8.0f};
  27. Image checked = GenImageChecked(512, 512, 32, 32, (Color){20,20,20,255}, WHITE);
  28. planeMat.albedo.texture = LoadTextureFromImage(checked);
  29. UnloadImage(checked);
  30. GenTextureMipmaps(&planeMat.albedo.texture);
  31. SetTextureFilter(planeMat.albedo.texture, TEXTURE_FILTER_TRILINEAR);
  32. SetTextureWrap(planeMat.albedo.texture, TEXTURE_WRAP_REPEAT);
  33. // Load animated model
  34. R3D_Model dancer = R3D_LoadModel(RESOURCES_PATH "dancer.glb");
  35. // Create instance matrices
  36. Matrix dancerInstances[4];
  37. for (int z = 0; z < 2; z++) {
  38. for (int x = 0; x < 2; x++) {
  39. dancerInstances[z*2 + x] = MatrixTranslate((float)x - 0.5f, 0, (float)z - 0.5f);
  40. }
  41. }
  42. // Load animations
  43. R3D_AnimationLib dancerAnims = R3D_LoadAnimationLib(RESOURCES_PATH "dancer.glb");
  44. dancer.player = R3D_LoadAnimationPlayer(&dancer.skeleton, &dancerAnims);
  45. dancer.player->states[0].weight = 1.0f;
  46. dancer.player->states[0].loop = true;
  47. // Setup lights with shadows
  48. R3D_Light lights[2];
  49. lights[0] = R3D_CreateLight(R3D_LIGHT_OMNI);
  50. R3D_SetLightPosition(lights[0], (Vector3){-10.0f, 25.0f, 0.0f});
  51. R3D_EnableShadow(lights[0], 4096);
  52. R3D_SetLightActive(lights[0], true);
  53. lights[1] = R3D_CreateLight(R3D_LIGHT_OMNI);
  54. R3D_SetLightPosition(lights[1], (Vector3){10.0f, 25.0f, 0.0f});
  55. R3D_EnableShadow(lights[1], 4096);
  56. R3D_SetLightActive(lights[1], true);
  57. // Setup camera
  58. Camera3D camera = {
  59. .position = {0, 2.0f, 3.5f},
  60. .target = {0, 1.0f, 1.5f},
  61. .up = {0, 1, 0},
  62. .fovy = 60
  63. };
  64. // Capture mouse
  65. DisableCursor();
  66. // Main loop
  67. while (!WindowShouldClose())
  68. {
  69. float delta = GetFrameTime();
  70. UpdateCamera(&camera, CAMERA_FREE);
  71. R3D_UpdateAnimationPlayer(dancer.player, delta);
  72. // Animate lights
  73. R3D_SetLightColor(lights[0], ColorFromHSV(90.0f * GetTime() + 90.0f, 1.0f, 1.0f));
  74. R3D_SetLightColor(lights[1], ColorFromHSV(90.0f * GetTime() - 90.0f, 1.0f, 1.0f));
  75. BeginDrawing();
  76. ClearBackground(RAYWHITE);
  77. R3D_Begin(camera);
  78. R3D_DrawMesh(&plane, &planeMat, MatrixIdentity());
  79. R3D_DrawModel(&dancer, (Vector3){0, 0, 1.5f}, 1.0f);
  80. R3D_DrawModelInstanced(&dancer, dancerInstances, 4);
  81. R3D_End();
  82. DrawText("Model made by zhuoyi0904", 10, GetScreenHeight() - 26, 16, LIME);
  83. EndDrawing();
  84. }
  85. // Cleanup
  86. R3D_UnloadMesh(&plane);
  87. R3D_UnloadMaterial(&planeMat);
  88. R3D_UnloadModel(&dancer, true);
  89. R3D_Close();
  90. CloseWindow();
  91. return 0;
  92. }