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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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+
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+#include "raylib.h"
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+
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+//------------------------------------------------------------------------------------
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+// Program main entry point
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+//------------------------------------------------------------------------------------
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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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+
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ InitWindow(screenWidth, screenHeight, "Raylib Texture Tiling");
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+
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+ SetTargetFPS(60);
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+
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+ // Load a texture
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+ Texture2D texture = LoadTexture("resources/raylib_logo.png");
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ BeginDrawing();
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+ ClearBackground(RAYWHITE);
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+ UpdateCamera(&camera, CAMERA_FREE);
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+
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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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+
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+ DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE);
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+
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+ EndShaderMode();
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+ EndMode3D();
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+ }
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+
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+ DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
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+
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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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+
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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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+
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+
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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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