REVIEWED: example: Replaced GetImageData()
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@ -4,7 +4,7 @@
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*
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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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* This example has been created using raylib 1.4 (www.raylib.com)
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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@ -50,9 +50,11 @@ int main(void)
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
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ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
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ImageFormat(&imOrigin, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
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Image imCopy = ImageCopy(imOrigin);
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int currentProcess = NONE;
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bool textureReload = false;
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@ -92,7 +94,7 @@ int main(void)
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if (IsKeyPressed(KEY_DOWN))
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{
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currentProcess++;
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if (currentProcess > 7) currentProcess = 0;
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if (currentProcess > (NUM_PROCESSES - 1)) currentProcess = 0;
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textureReload = true;
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}
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else if (IsKeyPressed(KEY_UP))
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@ -105,27 +107,27 @@ int main(void)
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// Reload texture when required
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if (textureReload)
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{
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UnloadImage(image); // Unload current image data
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image = LoadImage("resources/parrots.png"); // Re-load image data
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UnloadImage(imCopy); // Unload image-copy data
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imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin
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// NOTE: Image processing is a costly CPU process to be done every frame,
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// If image processing is required in a frame-basis, it should be done
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// with a texture and by shaders
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switch (currentProcess)
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{
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case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
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case COLOR_TINT: ImageColorTint(&image, GREEN); break;
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case COLOR_INVERT: ImageColorInvert(&image); break;
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case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
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case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
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case FLIP_VERTICAL: ImageFlipVertical(&image); break;
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case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
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case COLOR_GRAYSCALE: ImageColorGrayscale(&imCopy); break;
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case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break;
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case COLOR_INVERT: ImageColorInvert(&imCopy); break;
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case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break;
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case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break;
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case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break;
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case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break;
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default: break;
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}
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Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit)
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Color *pixels = LoadImageColors(imCopy); // Load pixel data from image (RGBA 32bit)
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UpdateTexture(texture, pixels); // Update texture with new image data
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free(pixels); // Unload pixels data from RAM
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UnloadImageColors(pixels); // Unload pixels data from RAM
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textureReload = false;
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}
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@ -157,7 +159,8 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture from VRAM
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UnloadImage(image); // Unload image from RAM
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UnloadImage(imOrigin); // Unload image-origin from RAM
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UnloadImage(imCopy); // Unload image-copy from RAM
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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