Texture Tiling Example - luis605 (#3353)
* Texture Tiling Example - luis605 * Removed SetTraceLogLevel(LOG_WARNING);
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examples/shaders/resources/shaders/glsl330/tiling.fs
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examples/shaders/resources/shaders/glsl330/tiling.fs
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#version 330 core
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uniform sampler2D diffuseMap;
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uniform vec2 tiling;
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in vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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vec2 texCoord = fragTexCoord * tiling;
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fragColor = texture(diffuseMap, texCoord);
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}
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examples/shaders/shader_texture_tiling.c
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examples/shaders/shader_texture_tiling.c
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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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}
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