a4a6d4da8a
* Add GenImageGradientSquare to allow square gradients * Fix GenImageGradientSquare and add to textures_image_generation example * Remove params from GenImageGradientSquare
120 lines
5.2 KiB
C
120 lines
5.2 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [textures] example - Procedural images generation
|
|
*
|
|
* Example originally created with raylib 1.8, last time updated with raylib 1.8
|
|
*
|
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
* BSD-like license that allows static linking with closed source software
|
|
*
|
|
* Copyright (c) 2O17-2023 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#define NUM_TEXTURES 9 // Currently we have 8 generation algorithms but some are have multiple purposes (Linear and Square Gradients)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
|
|
|
|
Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, RED, BLUE);
|
|
Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, RED, BLUE);
|
|
Image diagonalGradient = GenImageGradientLinear(screenWidth, screenHeight, 45, RED, BLUE);
|
|
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
|
|
Image squareGradient = GenImageGradientSquare(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
|
|
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
|
|
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
|
|
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
|
|
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
|
|
|
|
Texture2D textures[NUM_TEXTURES] = { 0 };
|
|
|
|
textures[0] = LoadTextureFromImage(verticalGradient);
|
|
textures[1] = LoadTextureFromImage(horizontalGradient);
|
|
textures[2] = LoadTextureFromImage(diagonalGradient);
|
|
textures[3] = LoadTextureFromImage(radialGradient);
|
|
textures[4] = LoadTextureFromImage(squareGradient);
|
|
textures[5] = LoadTextureFromImage(checked);
|
|
textures[6] = LoadTextureFromImage(whiteNoise);
|
|
textures[7] = LoadTextureFromImage(perlinNoise);
|
|
textures[8] = LoadTextureFromImage(cellular);
|
|
|
|
// Unload image data (CPU RAM)
|
|
UnloadImage(verticalGradient);
|
|
UnloadImage(horizontalGradient);
|
|
UnloadImage(diagonalGradient);
|
|
UnloadImage(radialGradient);
|
|
UnloadImage(squareGradient);
|
|
UnloadImage(checked);
|
|
UnloadImage(whiteNoise);
|
|
UnloadImage(perlinNoise);
|
|
UnloadImage(cellular);
|
|
|
|
int currentTexture = 0;
|
|
|
|
SetTargetFPS(60);
|
|
//---------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose())
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
|
|
{
|
|
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
DrawTexture(textures[currentTexture], 0, 0, WHITE);
|
|
|
|
DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
|
|
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
|
|
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
|
|
|
|
switch(currentTexture)
|
|
{
|
|
case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
|
|
case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
|
|
case 2: DrawText("DIAGONAL GRADIENT", 540, 10, 20, RAYWHITE); break;
|
|
case 3: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
|
|
case 4: DrawText("SQUARE GRADIENT", 580, 10, 20, LIGHTGRAY); break;
|
|
case 5: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
|
|
case 6: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
|
|
case 7: DrawText("PERLIN NOISE", 640, 10, 20, RED); break;
|
|
case 8: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
|
|
default: break;
|
|
}
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Unload textures data (GPU VRAM)
|
|
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|