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raylib-cs/Examples/Shaders/TextureTiling.cs
2026-07-29 19:58:47 +02:00

140 lines
4.8 KiB
C#

/*******************************************************************************************
*
* 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;
}
}