/******************************************************************************************* * * raylib [shaders] example - texture tiling * * Example demonstrates how to tile a texture on a 3D model using raylib. * * Example contributed by Luis Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2023 Luis Almeida (@luis605) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling"); // Define the camera to look into our 3d world Camera3D camera = { 0 }; camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type // Load a cube model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model model = LoadModelFromMesh(cube); // Load a texture and assign to cube model Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set the texture tiling using a shader float tiling[2] = { 3.0f, 3.0f }; Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION)); SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2); model.materials[0].shader = shader; DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_FREE); if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); BeginShaderMode(shader); DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE); EndShaderMode(); DrawGrid(10, 1.0f); EndMode3D(); DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }