mirror of https://github.com/raysan5/raylib
106 lines
4.2 KiB
C
106 lines
4.2 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] 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 Luis Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
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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 Luis Almeida (@luis605)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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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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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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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
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load a cube model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model model = LoadModelFromMesh(cube);
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// Load a texture and assign to cube model
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Set the texture tiling using a shader
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float tiling[2] = { 3.0f, 3.0f };
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
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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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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
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE);
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if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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 }, 2.0f, WHITE);
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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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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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