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authorRay San <[email protected]>2017-10-19 14:37:22 +0200
committerRay San <[email protected]>2017-10-19 14:37:22 +0200
commitd4208de8afdc13f46ecec399f86771b249317949 (patch)
treec5c276f9e3255fcb2d4687179f61fef9cf9800d7 /examples/src/textures
parent8991e0d5e068a6ad72b4ddf9a1b4b340e8c54f36 (diff)
downloadraylib.com-d4208de8afdc13f46ecec399f86771b249317949.tar.gz
raylib.com-d4208de8afdc13f46ecec399f86771b249317949.zip
New examples uploaded...
Diffstat (limited to 'examples/src/textures')
-rw-r--r--examples/src/textures/textures_image_generation.c105
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diff --git a/examples/src/textures/textures_image_generation.c b/examples/src/textures/textures_image_generation.c
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+/*******************************************************************************************
+*
+* raylib [textures] example - Procedural images generation
+*
+* This example has been created using raylib 1.8 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define NUM_TEXTURES 7 // Currently we have 7 generation algorithms
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ 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 = GenImageGradientRadial(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[NUM_TEXTURES];
+ 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);
+
+ // Unload image data (CPU RAM)
+ UnloadImage(verticalGradient);
+ UnloadImage(horizontalGradient);
+ UnloadImage(radialGradient);
+ UnloadImage(checked);
+ UnloadImage(whiteNoise);
+ UnloadImage(perlinNoise);
+ UnloadImage(cellular);
+
+ int currentTexture = 0;
+
+ SetTargetFPS(60);
+ //---------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ 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("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
+ case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
+ case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
+ case 5: DrawText("PERLIN NOISE", 630, 10, 20, RAYWHITE); break;
+ case 6: 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;
+}