Atlas texture repeat example.
This commit is contained in:
@@ -32,7 +32,6 @@ List of some MISSING features that are planned to be included. For specific func
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## Roadmap
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## Roadmap
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* v0.9
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* v0.9
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* Move to raylib 5.5.
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## Usage
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## Usage
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@@ -35,6 +35,7 @@ DETAILED CHANGES:
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- ADDED: BUFFER_UNSIGNED_LONG and BUFFER_LONG.
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- ADDED: BUFFER_UNSIGNED_LONG and BUFFER_LONG.
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- FIXED: Bitwise functions now use 64 bit integers.
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- FIXED: Bitwise functions now use 64 bit integers.
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- CHANGE: SetBufferData takes table of values.
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- CHANGE: SetBufferData takes table of values.
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- ADDED: Texture atlas repeat example.
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
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Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
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28
examples/resources/shaders/glsl330/atlas_repeat.fs
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28
examples/resources/shaders/glsl330/atlas_repeat.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec2 atlasSize;
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uniform vec2 tileTexSize;
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// Output fragment color
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out vec4 finalColor;
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vec2 texTileSize = tileTexSize / atlasSize;
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vec2 atlasTileSize = atlasSize / tileTexSize;
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void main() {
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vec2 tileTexCoord = fract( vec2( fragPosition.x, fragPosition.y ) / tileTexSize );
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// Get tile texture corner.
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vec2 texOffset = floor( fragTexCoord / texTileSize ) * texTileSize;
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vec2 fragCoord = tileTexCoord / atlasTileSize + texOffset;
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vec4 texelColor = texture( texture0, fragCoord );
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finalColor = texelColor * fragColor;
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}
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@@ -10,14 +10,18 @@ in vec4 vertexColor;
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uniform mat4 mvp;
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec4 fragColor;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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void main() {
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void main() {
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// Send vertex attributes to fragment shader
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// Send vertex attributes to fragment shader
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragNormal = vertexNormal;
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fragColor = vertexColor;
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fragColor = vertexColor;
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// Calculate final vertex position
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// Calculate final vertex position
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35
examples/texture_atlas_repeat/main.lua
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35
examples/texture_atlas_repeat/main.lua
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local atlas = nil
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local shader = nil
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local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
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function RL.init()
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RL.SetWindowTitle( "Texture atlas repeat shader" )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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local path = RL.GetBasePath().."../resources/"
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local shaderPath = path.."/shaders/glsl"..GLSL_VERSION.."/"
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shader = RL.LoadShader( shaderPath.."base.vs", shaderPath.."atlas_repeat.fs" )
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atlas = RL.LoadTexture( path.."images/tiles.png" )
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local loc = RL.GetShaderLocation( shader, "atlasSize" )
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RL.SetShaderValue( shader, loc, RL.GetTextureSize( atlas ), RL.SHADER_UNIFORM_VEC2 )
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loc = RL.GetShaderLocation( shader, "tileTexSize" )
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RL.SetShaderValue( shader, loc, { 32, 32 }, RL.SHADER_UNIFORM_VEC2 )
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-- Set texture for DrawTriangle.
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RL.SetShapesTexture( atlas, { 32 * 4, 0, 32, 32 } )
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end
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function RL.update( delta )
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end
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function RL.draw()
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RL.ClearBackground( RL.RAYWHITE )
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RL.BeginShaderMode( shader )
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RL.DrawTexturePro( atlas, { 0, 0, 32, 32 }, { 0, 0, 64, 64 }, { 0.0 }, 0.0, RL.WHITE )
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RL.DrawTexturePro( atlas, { 32, 0, 32, 32 }, { 0, 64, 128, 64 }, { 0.0 }, 0.0, RL.WHITE )
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RL.DrawTriangle( { 32, 200 }, { 128, 400 }, { 320, 240 }, RL.WHITE )
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RL.EndShaderMode()
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end
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