|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - texture tiling | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example demonstrates how to tile a texture on a 3D model using raylib | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 4.5, last time updated with raylib 4.5 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2023-2025 Luis Almeida (@luis605) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling"); | 
						
						
							|  | 
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							|  |     // 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); | 
						
						
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							|  |     // Load a texture and assign to cube model | 
						
						
							|  |     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); | 
						
						
							|  |     model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; | 
						
						
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							|  |     // 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; | 
						
						
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							|  |     DisableCursor();                    // Limit cursor to relative movement inside the window | 
						
						
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							|  |     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); | 
						
						
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							|  |         if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginMode3D(camera); | 
						
						
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							|  |                 BeginShaderMode(shader); | 
						
						
							|  |                     DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE); | 
						
						
							|  |                 EndShaderMode(); | 
						
						
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							|  |                 DrawGrid(10, 1.0f); | 
						
						
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							|  |             EndMode3D(); | 
						
						
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							|  |             DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // 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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