diff options
| author | raysan5 <[email protected]> | 2017-07-24 19:45:46 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-24 19:45:46 +0200 |
| commit | 46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch) | |
| tree | fae44589bea3de03639b0ce88d0adc29044ed062 /examples/src/textures | |
| download | raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.tar.gz raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.zip | |
Added webpage
Moved from @raysan5/raylib/docs
Diffstat (limited to 'examples/src/textures')
| -rw-r--r-- | examples/src/textures/textures_image_drawing.c | 78 | ||||
| -rw-r--r-- | examples/src/textures/textures_image_loading.c | 63 | ||||
| -rw-r--r-- | examples/src/textures/textures_image_processing.c | 154 | ||||
| -rw-r--r-- | examples/src/textures/textures_logo_raylib.c | 57 | ||||
| -rw-r--r-- | examples/src/textures/textures_particles_blending.c | 135 | ||||
| -rw-r--r-- | examples/src/textures/textures_raw_data.c | 95 | ||||
| -rw-r--r-- | examples/src/textures/textures_rectangle.c | 99 | ||||
| -rw-r--r-- | examples/src/textures/textures_srcrec_dstrec.c | 81 | ||||
| -rw-r--r-- | examples/src/textures/textures_to_image.c | 68 |
9 files changed, 830 insertions, 0 deletions
diff --git a/examples/src/textures/textures_image_drawing.c b/examples/src/textures/textures_image_drawing.c new file mode 100644 index 0000000..1c6a1fb --- /dev/null +++ b/examples/src/textures/textures_image_drawing.c @@ -0,0 +1,78 @@ +/******************************************************************************************* +* +* 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() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + 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 }); + ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image + + UnloadImage(cat); // Unload image from RAM + + 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; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_image_loading.c b/examples/src/textures/textures_image_loading.c new file mode 100644 index 0000000..54c7358 --- /dev/null +++ b/examples/src/textures/textures_image_loading.c @@ -0,0 +1,63 @@ +/******************************************************************************************* +* +* raylib [textures] example - Image loading and texture creation +* +* 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" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + + Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM) + Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) + + UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM + //--------------------------------------------------------------------------------------- + + // 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, WHITE); + + DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Texture unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_image_processing.c b/examples/src/textures/textures_image_processing.c new file mode 100644 index 0000000..58b746e --- /dev/null +++ b/examples/src/textures/textures_image_processing.c @@ -0,0 +1,154 @@ +/******************************************************************************************* +* +* raylib [textures] example - Image processing +* +* 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" + +#include <stdlib.h> // Required for: free() + +#define NUM_PROCESSES 8 + +typedef enum { + NONE = 0, + COLOR_GRAYSCALE, + COLOR_TINT, + COLOR_INVERT, + COLOR_CONTRAST, + COLOR_BRIGHTNESS, + FLIP_VERTICAL, + FLIP_HORIZONTAL +} ImageProcess; + +static const char *processText[] = { + "NO PROCESSING", + "COLOR GRAYSCALE", + "COLOR TINT", + "COLOR INVERT", + "COLOR CONTRAST", + "COLOR BRIGHTNESS", + "FLIP VERTICAL", + "FLIP HORIZONTAL" +}; + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + + Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM) + ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) + Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) + + int currentProcess = NONE; + bool textureReload = false; + + Rectangle selectRecs[NUM_PROCESSES]; + + for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 }; + + SetTargetFPS(60); + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed(KEY_DOWN)) + { + currentProcess++; + if (currentProcess > 7) currentProcess = 0; + textureReload = true; + } + else if (IsKeyPressed(KEY_UP)) + { + currentProcess--; + if (currentProcess < 0) currentProcess = 7; + textureReload = true; + } + + if (textureReload) + { + UnloadImage(image); // Unload current image data + image = LoadImage("resources/parrots.png"); // Re-load image data + + // NOTE: Image processing is a costly CPU process to be done every frame, + // If image processing is required in a frame-basis, it should be done + // with a texture and by shaders + switch (currentProcess) + { + case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break; + case COLOR_TINT: ImageColorTint(&image, GREEN); break; + case COLOR_INVERT: ImageColorInvert(&image); break; + case COLOR_CONTRAST: ImageColorContrast(&image, -40); break; + case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break; + case FLIP_VERTICAL: ImageFlipVertical(&image); break; + case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break; + default: break; + } + + Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit) + UpdateTexture(texture, pixels); // Update texture with new image data + free(pixels); // Unload pixels data from RAM + + textureReload = false; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY); + + // Draw rectangles + for (int i = 0; i < NUM_PROCESSES; i++) + { + if (i == currentProcess) + { + DrawRectangleRec(selectRecs[i], SKYBLUE); + DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE); + DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE); + } + else + { + DrawRectangleRec(selectRecs[i], LIGHTGRAY); + DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY); + DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY); + } + } + + DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE); + DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Unload texture from VRAM + UnloadImage(image); // Unload image from RAM + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_logo_raylib.c b/examples/src/textures/textures_logo_raylib.c new file mode 100644 index 0000000..f2f9312 --- /dev/null +++ b/examples/src/textures/textures_logo_raylib.c @@ -0,0 +1,57 @@ +/******************************************************************************************* +* +* raylib [textures] example - Texture loading and drawing +* +* This example has been created using raylib 1.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2014 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading + //--------------------------------------------------------------------------------------- + + // 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, WHITE); + + DrawText("this IS a texture!", 360, 370, 10, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Texture unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_particles_blending.c b/examples/src/textures/textures_particles_blending.c new file mode 100644 index 0000000..842ac77 --- /dev/null +++ b/examples/src/textures/textures_particles_blending.c @@ -0,0 +1,135 @@ +/******************************************************************************************* +* +* raylib example - particles blending +* +* 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) 2017 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_PARTICLES 200 + +// Particle structure with basic data +typedef struct { + Vector2 position; + Color color; + float alpha; + float size; + float rotation; + bool active; // NOTE: Use it to activate/deactive particle +} Particle; + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending"); + + // Particles pool, reuse them! + Particle mouseTail[MAX_PARTICLES]; + + // Initialize particles + for (int i = 0; i < MAX_PARTICLES; i++) + { + mouseTail[i].position = (Vector2){ 0, 0 }; + mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }; + mouseTail[i].alpha = 1.0f; + mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f; + mouseTail[i].rotation = GetRandomValue(0, 360); + mouseTail[i].active = false; + } + + float gravity = 3.0f; + + Texture2D smoke = LoadTexture("resources/smoke.png"); + + int blending = BLEND_ALPHA; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Activate one particle every frame and Update active particles + // NOTE: Particles initial position should be mouse position when activated + // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0) + // NOTE: When a particle disappears, active = false and it can be reused. + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (!mouseTail[i].active) + { + mouseTail[i].active = true; + mouseTail[i].alpha = 1.0f; + mouseTail[i].position = GetMousePosition(); + i = MAX_PARTICLES; + } + } + + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (mouseTail[i].active) + { + mouseTail[i].position.y += gravity; + mouseTail[i].alpha -= 0.01f; + + if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false; + + mouseTail[i].rotation += 5.0f; + } + } + + if (IsKeyPressed(KEY_SPACE)) + { + if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE; + else blending = BLEND_ALPHA; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(DARKGRAY); + + BeginBlendMode(blending); + + // Draw active particles + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height }, + (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size }, + (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation, + Fade(mouseTail[i].color, mouseTail[i].alpha)); + } + + EndBlendMode(); + + DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK); + + if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK); + else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(smoke); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_raw_data.c b/examples/src/textures/textures_raw_data.c new file mode 100644 index 0000000..b038792 --- /dev/null +++ b/examples/src/textures/textures_raw_data.c @@ -0,0 +1,95 @@ +/******************************************************************************************* +* +* 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; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_rectangle.c b/examples/src/textures/textures_rectangle.c new file mode 100644 index 0000000..c90db8a --- /dev/null +++ b/examples/src/textures/textures_rectangle.c @@ -0,0 +1,99 @@ +/******************************************************************************************* +* +* raylib [textures] example - Texture loading and drawing a part defined by a rectangle +* +* 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) 2014 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_FRAME_SPEED 15 +#define MIN_FRAME_SPEED 1 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading + + Vector2 position = { 350.0f, 280.0f }; + Rectangle frameRec = { 0, 0, scarfy.width/6, scarfy.height }; + int currentFrame = 0; + + int framesCounter = 0; + int framesSpeed = 8; // Number of spritesheet frames shown by second + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + framesCounter++; + + if (framesCounter >= (60/framesSpeed)) + { + framesCounter = 0; + currentFrame++; + + if (currentFrame > 5) currentFrame = 0; + + frameRec.x = currentFrame*scarfy.width/6; + } + + if (IsKeyPressed(KEY_RIGHT)) framesSpeed++; + else if (IsKeyPressed(KEY_LEFT)) framesSpeed--; + + if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED; + else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawTexture(scarfy, 15, 40, WHITE); + DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME); + DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED); + + DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY); + DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY); + DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY); + + for (int i = 0; i < MAX_FRAME_SPEED; i++) + { + if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED); + DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON); + } + + DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture + + DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(scarfy); // Texture unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_srcrec_dstrec.c b/examples/src/textures/textures_srcrec_dstrec.c new file mode 100644 index 0000000..53ffd1d --- /dev/null +++ b/examples/src/textures/textures_srcrec_dstrec.c @@ -0,0 +1,81 @@ +/******************************************************************************************* +* +* raylib [textures] example - Texture source and destination rectangles +* +* 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" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading + + int frameWidth = scarfy.width/6; + int frameHeight = scarfy.height; + + // NOTE: Source rectangle (part of the texture to use for drawing) + Rectangle sourceRec = { 0, 0, frameWidth, frameHeight }; + + // NOTE: Destination rectangle (screen rectangle where drawing part of texture) + Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 }; + + // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size + Vector2 origin = { frameWidth, frameHeight }; + + int rotation = 0; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + rotation++; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw + // sourceRec defines the part of the texture we use for drawing + // destRec defines the rectangle where our texture part will fit (scaling it to fit) + // origin defines the point of the texture used as reference for rotation and scaling + // rotation defines the texture rotation (using origin as rotation point) + DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE); + + DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY); + DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY); + + DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(scarfy); // Texture unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_to_image.c b/examples/src/textures/textures_to_image.c new file mode 100644 index 0000000..37c3b5a --- /dev/null +++ b/examples/src/textures/textures_to_image.c @@ -0,0 +1,68 @@ +/******************************************************************************************* +* +* raylib [textures] example - Retrieve image data from texture: GetTextureData() +* +* 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" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + + Image image = LoadImage("resources/raylib_logo.png"); // Load image data into CPU memory (RAM) + Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM) + UnloadImage(image); // Unload image data from CPU memory (RAM) + + image = GetTextureData(texture); // Retrieve image data from GPU memory (VRAM -> RAM) + UnloadTexture(texture); // Unload texture from GPU memory (VRAM) + + texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM) + UnloadImage(image); // Unload retrieved image data from CPU memory (RAM) + //--------------------------------------------------------------------------------------- + + // 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, WHITE); + + DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Texture unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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