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- /*******************************************************************************************
- *
- * 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;
- }
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