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/******************************************************************************************* |
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* |
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* raylib [textures] example - Texture Tiling |
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* |
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* Example demonstrates how to tile a texture on a 3D model using raylib. |
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* |
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* Example contributed by Luís Almeida (https://github.com/luis605) |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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* Copyright (c) 2023 Luís Almeida (https://github.com/luis605) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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const int screenWidth = 800; |
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const int screenHeight = 600; |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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InitWindow(screenWidth, screenHeight, "Raylib Texture Tiling"); |
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SetTargetFPS(60); |
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// Load a texture |
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Texture2D texture = LoadTexture("resources/raylib_logo.png"); |
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// Create a cube mesh |
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); |
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// Load the texture onto the GPU |
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Model model = LoadModelFromMesh(cube); |
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; |
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// Set the tiling of the texture |
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float tiling[2] = {3.0f, 3.0f}; |
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Shader shader = LoadShader(0, "resources/shaders/glsl330/tiling.fs"); // Create a custom shader in a .glsl file |
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SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2); |
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model.materials[0].shader = shader; |
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// Camera setup |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 3.0f, 3.0f, 3.0f }; |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
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camera.fovy = 45.0f; |
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camera.projection = CAMERA_PERSPECTIVE; |
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// Main game loop |
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while (!WindowShouldClose()) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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UpdateCamera(&camera, CAMERA_FREE); |
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// Draw the model |
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{ |
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BeginMode3D(camera); |
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BeginShaderMode(shader); |
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DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); |
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EndShaderMode(); |
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EndMode3D(); |
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} |
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DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY); |
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EndDrawing(); |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadTexture(texture); // Unload texture |
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UnloadModel(model); // Unload model |
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UnloadShader(shader); // Unload shader |
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CloseWindow(); // Close window and OpenGL context |
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return 0; |
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} |