/******************************************************************************************* * * 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) * ********************************************************************************************/ namespace Examples.Shaders; public class TextureTiling : IExample { private const int screenWidth = 800; private const int screenHeight = 450; #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif public string Name => "Shaders / Texture Tiling"; public string Title => "raylib [shaders] example - texture tiling"; public bool CursorDisabled => true; private Camera3D camera; private Model model; private Texture2D texture; private Shader shader; public unsafe void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type // Load a cube model var cube = GenMeshCube(1.0f, 1.0f, 1.0f); model = LoadModelFromMesh(cube); // Load a texture and assign to cube model texture = LoadTexture("resources/cubicmap_atlas.png"); model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = texture; // Set the texture tiling using a shader var tiling = new[] { 3.0f, 3.0f }; shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/tiling.fs"); SetTextureWrap(texture, TextureWrap.Repeat); Raylib.SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, ShaderUniformDataType.Vec2); model.Materials[0].Shader = shader; } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Free); if (IsKeyPressed(KeyboardKey.Z)) { camera.Target = new Vector3(0.0f, 0.5f, 0.0f); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); BeginShaderMode(shader); DrawModel(model, new Vector3(0.0f, 0.0f, 0.0f), 2.0f, Color.White); EndShaderMode(); DrawGrid(10, 1.0f); EndMode3D(); DrawText("Use mouse to rotate the camera", 10, 10, 20, Color.DarkGray); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadModel(model); // Unload model UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling"); DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new TextureTiling(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }