Add some functions to generate images

Namely:
- GenImageHorizontalV
- GenImageHorizontalH
- GenImageChecked
- GenImageWhiteNoise
- GenImageCellular

The gradient implementation may be a bit naive, for example it doesn't do any gamma correction.
This commit is contained in:
Wilhem Barbier 2017-06-28 12:56:04 +02:00
parent c46abd34d4
commit fcd13fd5d2
3 changed files with 207 additions and 1 deletions

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@ -0,0 +1,57 @@
/*******************************************************************************************
*
* raylib [textures] example - Procedural images generation
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2O17 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define TEXTURES_NUM 5 // for now we have 5 generation algorithms
int main()
{
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D textures[TEXTURES_NUM];
textures[0] = LoadTextureFromImage(verticalGradient);
textures[1] = LoadTextureFromImage(horizontalGradient);
textures[2] = LoadTextureFromImage(checked);
textures[3] = LoadTextureFromImage(whiteNoise);
textures[4] = LoadTextureFromImage(cellular);
int currentTexture = 0;
while (!WindowShouldClose())
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
}
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(textures[currentTexture], 0, 0, WHITE);
EndDrawing();
}
for (int i = 0; i < TEXTURES_NUM; i++) // unload the textures
{
UnloadTexture(textures[i]);
}
CloseWindow();
}

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@ -873,6 +873,13 @@ RLAPI void ImageColorGrayscale(Image *image);
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
// Image generation functions
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Texture2D configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode

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@ -1431,6 +1431,148 @@ void ImageColorBrightness(Image *image, int brightness)
}
#endif // SUPPORT_IMAGE_MANIPULATION
// Generate image: vertical gradient
Image GenImageGradientV(int width, int height, Color top, Color bottom)
{
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int j = 0; j < height; j++)
{
float factor = (float)j / (float)height;
for (int i = 0; i < width; i++)
{
pixels[j*width + i].r = (int)((float)bottom.r * factor + (float)top.r * (1.f - factor));
pixels[j*width + i].g = (int)((float)bottom.g * factor + (float)top.g * (1.f - factor));
pixels[j*width + i].b = (int)((float)bottom.b * factor + (float)top.b * (1.f - factor));
pixels[j*width + i].a = (int)((float)bottom.a * factor + (float)top.a * (1.f - factor));
}
}
Image image = LoadImageEx(pixels, width, height);
free(pixels);
return image;
}
// Generate image: horizontal gradient
Image GenImageGradientH(int width, int height, Color left, Color right)
{
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int i = 0; i < width; i++)
{
float factor = (float)i / (float)width;
for (int j = 0; j < height; j++)
{
pixels[j*width + i].r = (int)((float)right.r * factor + (float)left.r * (1.f - factor));
pixels[j*width + i].g = (int)((float)right.g * factor + (float)left.g * (1.f - factor));
pixels[j*width + i].b = (int)((float)right.b * factor + (float)left.b * (1.f - factor));
pixels[j*width + i].a = (int)((float)right.a * factor + (float)left.a * (1.f - factor));
}
}
Image image = LoadImageEx(pixels, width, height);
free(pixels);
return image;
}
// Generate image: checked
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2)
{
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if ((x/checksX + y/checksY) % 2 == 0) pixels[y*width + x] = col1;
else pixels[y*width + x] = col2;
}
}
Image image = LoadImageEx(pixels, width, height);
free(pixels);
return image;
}
// Generate image: white noise
Image GenImageWhiteNoise(int width, int height, float factor)
{
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int i = 0; i < width*height; i++)
{
if (GetRandomValue(0, 99) < (int)(factor * 100.f)) pixels[i] = WHITE;
else pixels[i] = BLACK;
}
Image image = LoadImageEx(pixels, width, height);
free(pixels);
return image;
}
// Generate image: cellular algorithm. Bigger tileSize means bigger cells
Image GenImageCellular(int width, int height, int tileSize)
{
Color *pixels = (Color*)malloc(width*height*sizeof(Color));
int seeds_per_row = width / tileSize;
int seeds_per_col = height / tileSize;
int seeds_count = seeds_per_row * seeds_per_col;
Vector2* seeds = (Vector2*)malloc(seeds_count * sizeof(Vector2));
for (int i = 0; i < seeds_count; i++)
{
int y = (i / seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
int x = (i % seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
seeds[i] = (Vector2){x, y};
}
for (int y = 0; y < height; y++)
{
int tile_y = y / tileSize;
for (int x = 0; x < width; x++)
{
int tile_x = x / tileSize;
float min_distance = strtod("Inf", NULL);
// Check all adjacent tiles
for (int i = -1; i < 2; i++)
{
if (tile_x + i < 0 || tile_x + i >= seeds_per_row) continue;
for (int j = -1; j < 2; j++)
{
if (tile_y + j < 0 || tile_y + j >= seeds_per_col) continue;
Vector2 neighbor_seed = seeds[(tile_y+j) * seeds_per_row + tile_x+i];
float dist = hypot(x - (int)neighbor_seed.x, y - (int)neighbor_seed.y);
min_distance = fmin(min_distance, dist);
}
}
// I made this up but it seems to give good results at all tile sizes
int intensity = (int)(min_distance * 256.f / tileSize);
if (intensity > 255) intensity = 255;
Color c = {intensity, intensity, intensity, 255};
pixels[y*width + x] = c;
}
}
free(seeds);
Image image = LoadImageEx(pixels, width, height);
free(pixels);
return image;
}
// Generate GPU mipmaps for a texture
void GenTextureMipmaps(Texture2D *texture)
{
@ -2250,4 +2392,4 @@ static Image LoadASTC(const char *fileName)
return image;
}
#endif
#endif