texture tiling
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//! raylib [shaders] example - texture tiling
//!
//! Zig-API translation of examples/shaders/shaders_texture_tiling.c (raylib 6.2).
//! Example contributed by Luis Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2023-2025 Luis Almeida (@luis605)
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - texture tiling");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera: rl.Camera3D = .{
.position = .{ .x = 4.0, .y = 4.0, .z = 4.0 }, // Camera position
.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
// Load a cube model
const cube = rl.genMeshCube(1.0, 1.0, 1.0);
const model = try rl.loadModelFromMesh(cube);
defer rl.unloadModel(model);
// Load a texture and assign to cube model
const texture = try rl.loadTexture("resources/cubicmap_atlas.png");
defer rl.unloadTexture(texture);
const material = &model.materials.?[0];
material.map(.diffuse).texture = texture;
// Set the texture tiling using a shader
const tiling = [2]f32{ 3.0, 3.0 };
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/tiling.fs", .{glsl_version}));
defer rl.unloadShader(shader);
rl.setTextureWrap(texture, .repeat);
rl.setShaderValue(shader, rl.getShaderLocation(shader, "tiling"), tiling);
material.shader = shader;
rl.disableCursor(); // Limit cursor to relative movement inside the window
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
rl.updateCamera(&camera, .free);
if (rl.isKeyPressed(.z)) camera.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 };
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
{
rl.beginShaderMode(shader);
defer rl.endShaderMode();
rl.drawModel(model, .{ .x = 0.0, .y = 0.0, .z = 0.0 }, 2.0, .white);
}
rl.drawGrid(10, 1.0);
}
rl.drawText("Use mouse to rotate the camera", 10, 10, 20, .dark_gray);
}
}/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling");
// Define the camera to look into our 3d world
Camera3D camera = { 0 };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load a cube model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model model = LoadModelFromMesh(cube);
// Load a texture and assign to cube model
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Set the texture tiling using a shader
float tiling[2] = { 3.0f, 3.0f };
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
SetTextureWrap(texture, TEXTURE_WRAP_REPEAT);
SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
model.materials[0].shader = shader;
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
EndShaderMode();
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.