/******************************************************************************************* * * raylib [textures] example - Procedural images generation * * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux) * ********************************************************************************************/ #include "raylib.h" #define TEXTURES_NUM 7 // for now we have 7 generation algorithms int main() { // Initialization //-------------------------------------------------------------------------------------- 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 radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.f, WHITE, BLACK); Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE); Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f); Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f); Image cellular = GenImageCellular(screenWidth, screenHeight, 32); Texture2D textures[TEXTURES_NUM]; textures[0] = LoadTextureFromImage(verticalGradient); textures[1] = LoadTextureFromImage(horizontalGradient); textures[2] = LoadTextureFromImage(radialGradient); textures[3] = LoadTextureFromImage(checked); textures[4] = LoadTextureFromImage(whiteNoise); textures[5] = LoadTextureFromImage(perlinNoise); textures[6] = LoadTextureFromImage(cellular); int currentTexture = 0; SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawTexture(textures[currentTexture], 0, 0, WHITE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload image data (CPU RAM) UnloadImage(verticalGradient); UnloadImage(horizontalGradient); UnloadImage(radialGradient); UnloadImage(checked); UnloadImage(whiteNoise); UnloadImage(perlinNoise); UnloadImage(cellular); // Unload textures data (GPU VRAM) for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }