93 lines
3.7 KiB
C
93 lines
3.7 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Load textures from raw data
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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 1.3 (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) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for malloc() and free()
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// Load RAW image data (512x512, 32bit RGBA, no file header)
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Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(sonicRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code (1024x1024 pixels)
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int width = 1024;
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int height = 1024;
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// Dynamic memory allocation to store pixels data (Color type)
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Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
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else pixels[y*height + x] = SKYBLUE;
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}
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}
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// Load pixels data into an image structure and create texture
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Image checkedIm = LoadImageEx(pixels, width, height);
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Texture2D checked = LoadTextureFromImage(checkedIm);
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UnloadImage(checkedIm); // Unload CPU (RAM) image data
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// Dynamic memory must be freed after using it
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free(pixels); // Unload CPU (RAM) pixels data
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
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DrawTexture(sonic, 330, -20, WHITE);
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DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
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DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
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DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(sonic); // Texture unloading
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UnloadTexture(checked); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |