/******************************************************************************************* * * raylib [textures] example - Load textures from raw data * * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include // Required for malloc() and free() int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // Load RAW image data (512x512, 32bit RGBA, no file header) Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0); Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM) UnloadImage(sonicRaw); // Unload CPU (RAM) image data // Generate a checked texture by code (1024x1024 pixels) int width = 1024; int height = 1024; // Dynamic memory allocation to store pixels data (Color type) Color *pixels = (Color *)malloc(width*height*sizeof(Color)); for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE; else pixels[y*height + x] = SKYBLUE; } } // Load pixels data into an image structure and create texture Image checkedIm = LoadImageEx(pixels, width, height); Texture2D checked = LoadTextureFromImage(checkedIm); UnloadImage(checkedIm); // Unload CPU (RAM) image data // Dynamic memory must be freed after using it free(pixels); // Unload CPU (RAM) pixels data //--------------------------------------------------------------------------------------- // 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, 0.3f)); DrawTexture(sonic, 330, -20, WHITE); DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE); DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE); DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(sonic); // Texture unloading UnloadTexture(checked); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }