probe.c 2.6 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] - Probe example");
  10. SetTargetFPS(60);
  11. // Initialize R3D
  12. R3D_Init(GetScreenWidth(), GetScreenHeight());
  13. // Setup environment sky
  14. R3D_Cubemap cubemap = R3D_LoadCubemap(RESOURCES_PATH "panorama/indoor.hdr", R3D_CUBEMAP_LAYOUT_AUTO_DETECT);
  15. R3D_ENVIRONMENT_SET(background.skyBlur, 0.3f);
  16. R3D_ENVIRONMENT_SET(background.energy, 0.6f);
  17. R3D_ENVIRONMENT_SET(background.sky, cubemap);
  18. // Setup environment ambient
  19. R3D_AmbientMap ambientMap = R3D_GenAmbientMap(cubemap, R3D_AMBIENT_ILLUMINATION | R3D_AMBIENT_REFLECTION);
  20. R3D_ENVIRONMENT_SET(ambient.map, ambientMap);
  21. R3D_ENVIRONMENT_SET(ambient.energy, 0.25f);
  22. // Setup tonemapping
  23. R3D_ENVIRONMENT_SET(tonemap.mode, R3D_TONEMAP_FILMIC);
  24. // Create meshes
  25. R3D_Mesh plane = R3D_GenMeshPlane(30, 30, 1, 1);
  26. R3D_Mesh sphere = R3D_GenMeshSphere(0.5f, 64, 64);
  27. R3D_Material material = R3D_GetDefaultMaterial();
  28. // Create light
  29. R3D_Light light = R3D_CreateLight(R3D_LIGHT_SPOT);
  30. R3D_LightLookAt(light, (Vector3){0, 10, 5}, (Vector3){0});
  31. R3D_SetLightActive(light, true);
  32. R3D_EnableShadow(light);
  33. // Create probe
  34. R3D_Probe probe = R3D_CreateProbe(R3D_PROBE_ILLUMINATION | R3D_PROBE_REFLECTION);
  35. R3D_SetProbePosition(probe, (Vector3) {0, 1, 0});
  36. R3D_SetProbeShadows(probe, true);
  37. R3D_SetProbeFalloff(probe, 0.5f);
  38. R3D_SetProbeActive(probe, true);
  39. // Setup camera
  40. Camera3D camera = {
  41. .position = {0, 3.0f, 6.0f},
  42. .target = {0, 0.5f, 0},
  43. .up = {0, 1, 0},
  44. .fovy = 60
  45. };
  46. // Main loop
  47. while (!WindowShouldClose())
  48. {
  49. UpdateCamera(&camera, CAMERA_ORBITAL);
  50. BeginDrawing();
  51. ClearBackground(RAYWHITE);
  52. R3D_Begin(camera);
  53. material.orm.roughness = 0.5f;
  54. material.orm.metalness = 0.0f;
  55. R3D_DrawMesh(plane, material, Vector3Zero(), 1.0f);
  56. for (int i = -1; i <= 1; i++) {
  57. material.orm.roughness = fabsf((float)i) * 0.4f;
  58. material.orm.metalness = 1.0f - fabsf((float)i);
  59. R3D_DrawMesh(sphere, material, (Vector3) {(float)i * 3.0f, 1.0f, 0}, 2.0f);
  60. }
  61. R3D_End();
  62. EndDrawing();
  63. }
  64. // Cleanup
  65. R3D_UnloadAmbientMap(ambientMap);
  66. R3D_UnloadCubemap(cubemap);
  67. R3D_UnloadMesh(sphere);
  68. R3D_UnloadMesh(plane);
  69. R3D_Close();
  70. CloseWindow();
  71. return 0;
  72. }