raylib/examples/textures/textures_image_generation.c
2017-06-28 17:27:47 +02:00

62 lines
2.2 KiB
C

/*******************************************************************************************
*
* raylib [textures] example - Procedural images generation
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2O17 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
int main()
{
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 = GenImageRadialGradient(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;
while (!WindowShouldClose())
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
}
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(textures[currentTexture], 0, 0, WHITE);
EndDrawing();
}
for (int i = 0; i < TEXTURES_NUM; i++) // unload the textures
{
UnloadTexture(textures[i]);
}
CloseWindow();
}