raylib/examples/textures/textures_raw_data.c

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/*******************************************************************************************
*
* raylib [textures] example - Load textures from raw data
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
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* Example originally created with raylib 1.3, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
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* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
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#include <stdlib.h> // Required for: malloc() and free()
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//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// Load RAW image data (512x512, 32bit RGBA, no file header)
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code
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int width = 960;
int height = 480;
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// Dynamic memory allocation to store pixels data (Color type)
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Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
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if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
else pixels[y*width + x] = GOLD;
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}
}
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// Load pixels data into an image structure and create texture
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Image checkedIm = {
.data = pixels, // We can assign pixels directly to data
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
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.mipmaps = 1
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};
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Texture2D checked = LoadTextureFromImage(checkedIm);
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UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
DrawTexture(fudesumi, 430, -30, WHITE);
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DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fudesumi); // Texture unloading
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UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}