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[examples] Add models_geometry_textures_cube
(#5221)
* ADDED: example: models_geometry_textures_cube * FIXED: example: models_geometry_textures_cube - removed leftover TODO and aligned title with header
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examples/models/models_geometry_textures_cube.c
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examples/models/models_geometry_textures_cube.c
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/*******************************************************************************************
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*
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* raylib [models] example - geometry textures cube
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Jopestpe (@jopestpe)
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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) 2025-2025 Jopestpe (@jopestpe)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometry textures cube");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 0.0f, 4.0f };
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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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// Load image to create texture for the cube
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Model model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Image img = LoadImage("resources/cubicmap_atlas.png");
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Image crop = ImageFromImage(img, (Rectangle){0, img.height/2, img.width/2, img.height/2});
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Texture2D texture = LoadTextureFromImage(crop);
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UnloadImage(img);
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UnloadImage(crop);
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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rotation += 1.0f;
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModelEx(model, (Vector3){0,0,0}, (Vector3){0.5f,1,0}, rotation, (Vector3){1,1,1}, WHITE);
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EndMode3D();
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DrawFPS(10, 10);
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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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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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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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examples/models/models_geometry_textures_cube.png
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examples/models/models_geometry_textures_cube.png
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