raylib/examples/textures/textures_raw_data.c
2017-04-14 13:58:39 +02:00

95 lines
3.8 KiB
C

/*******************************************************************************************
*
* raylib [textures] example - Load textures from raw data
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for malloc() and free()
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
// Load RAW image data (512x512, 32bit RGBA, no file header)
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code (1024x1024 pixels)
int width = 1024;
int height = 1024;
// Dynamic memory allocation to store pixels data (Color type)
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
else pixels[y*height + x] = GOLD;
}
}
// Load pixels data into an image structure and create texture
Image checkedIm = LoadImageEx(pixels, width, height);
Texture2D checked = LoadTextureFromImage(checkedIm);
UnloadImage(checkedIm); // Unload CPU (RAM) image data
// Dynamic memory must be freed after using it
free(pixels); // Unload CPU (RAM) pixels data
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
DrawTexture(fudesumi, 430, -30, WHITE);
DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}