2014-03-16 23:59:02 +04:00
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/*******************************************************************************************
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*
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2014-09-21 16:26:42 +04:00
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* raylib [textures] example - Image loading and texture creation
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2014-03-16 23:59:02 +04:00
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*
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2014-09-21 16:26:42 +04:00
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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2022-07-20 02:28:37 +03:00
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* Example originally created with raylib 1.3, last time updated with raylib 1.3
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2014-03-16 23:59:02 +04:00
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*
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2022-07-20 02:28:37 +03:00
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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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2024-01-02 22:58:12 +03:00
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* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
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2014-03-16 23:59:02 +04:00
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*
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********************************************************************************************/
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#include "raylib.h"
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2022-06-21 20:53:18 +03:00
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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2019-05-20 17:36:42 +03:00
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int main(void)
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2014-09-30 01:41:05 +04:00
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{
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2014-03-16 23:59:02 +04:00
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// Initialization
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//--------------------------------------------------------------------------------------
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2019-05-20 17:36:42 +03:00
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const int screenWidth = 800;
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const int screenHeight = 450;
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2014-03-16 23:59:02 +04:00
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2014-09-21 16:26:42 +04:00
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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2015-07-18 20:26:13 +03:00
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Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
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2015-08-27 17:13:31 +03:00
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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2015-07-18 20:26:13 +03:00
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UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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2021-08-28 23:54:47 +03:00
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2021-07-11 19:47:31 +03:00
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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2014-03-16 23:59:02 +04:00
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//---------------------------------------------------------------------------------------
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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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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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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ClearBackground(RAYWHITE);
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
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2014-09-30 01:41:05 +04:00
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2014-09-21 16:26:42 +04:00
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DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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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); // Texture unloading
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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2014-09-30 01:41:05 +04:00
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2014-03-16 23:59:02 +04:00
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return 0;
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2021-07-11 19:47:31 +03:00
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}
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