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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_texture_tiling.c
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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;
+}