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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"

#if defined(PLATFORM_WEB)
    #include <emscripten/emscripten.h>
#endif

#define NUM_TEXTURES  7      // Currently we have 7 generation algorithms

//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;

Texture2D textures[NUM_TEXTURES];

int currentTexture = 0;
    
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void);     // Update and Draw one frame

//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
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);

    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);   
    
#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // 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;
}

//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
    // 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();
    //----------------------------------------------------------------------------------
}