/******************************************************************************************* * * raylib [textures] example - Image loading and drawing on it * * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * This example has been created using raylib 1.4 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM) ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece ImageFlipHorizontal(&cat); // Flip cropped image horizontally ImageResize(&cat, 150, 200); // Resize flipped-cropped image Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM) // Draw one image over the other with a scaling of 1.5f ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE); ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image UnloadImage(cat); // Unload image from RAM // Load custom font for frawing on image Font font = LoadFont("resources/custom_jupiter_crash.png"); // Draw over image using custom font ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE); UnloadFont(font); // Unload custom spritefont (already drawn used on image) Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM) UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE); DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY); DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY); DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }