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authorraysan5 <[email protected]>2017-07-02 19:29:01 +0200
committerraysan5 <[email protected]>2017-07-02 19:29:01 +0200
commit6589c808b578732bc710c46fbc74ae73d427f99e (patch)
treeecf2092156951c39254829b06bf414343d9680a0
parent5f0f87ecce7808c39b344e8304392d204a3773e6 (diff)
downloadraylib-6589c808b578732bc710c46fbc74ae73d427f99e.tar.gz
raylib-6589c808b578732bc710c46fbc74ae73d427f99e.zip
Review some formatting for consistency
-rw-r--r--.gitignore2
-rw-r--r--examples/textures/textures_image_generation.c44
-rw-r--r--examples/textures/textures_image_generation.pngbin0 -> 222595 bytes
-rw-r--r--src/raylib.h2
-rw-r--r--src/textures.c100
5 files changed, 87 insertions, 61 deletions
diff --git a/.gitignore b/.gitignore
index 99b04ee4..016b8fa3 100644
--- a/.gitignore
+++ b/.gitignore
@@ -42,7 +42,7 @@ Thumbs.db
*.sbr
*.sdf
obj/
-# [Rr]elease/
+[Rr]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*
diff --git a/examples/textures/textures_image_generation.c b/examples/textures/textures_image_generation.c
index 0dc78f5a..8f87e689 100644
--- a/examples/textures/textures_image_generation.c
+++ b/examples/textures/textures_image_generation.c
@@ -2,28 +2,29 @@
*
* raylib [textures] example - Procedural images generation
*
-* This example has been created using raylib 1.7 (www.raylib.com)
+* 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 Ramon Santamaria (@raysan5)
+* Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
*
********************************************************************************************/
#include "raylib.h"
-#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
+#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
int main()
{
+ // Initialization
+ //--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
- SetTargetFPS(60);
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
- Image radialGradient = GenImageRadialGradient(screenWidth, screenHeight, 0.f, WHITE, BLACK);
+ 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);
@@ -39,20 +40,37 @@ int main()
textures[6] = LoadTextureFromImage(cellular);
int currentTexture = 0;
-
+
+ SetTargetFPS(60);
+ //---------------------------------------------------------------------------------------
+
+ // Main game loop
while (!WindowShouldClose())
{
+ // Update
+ //----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
}
+ //----------------------------------------------------------------------------------
+ // Draw
+ //----------------------------------------------------------------------------------
BeginDrawing();
+
ClearBackground(RAYWHITE);
+
DrawTexture(textures[currentTexture], 0, 0, WHITE);
+
EndDrawing();
+ //----------------------------------------------------------------------------------
}
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload image data (CPU RAM)
UnloadImage(verticalGradient);
UnloadImage(horizontalGradient);
UnloadImage(radialGradient);
@@ -60,10 +78,12 @@ int main()
UnloadImage(whiteNoise);
UnloadImage(perlinNoise);
UnloadImage(cellular);
- for (int i = 0; i < TEXTURES_NUM; i++) // unload the textures
- {
- UnloadTexture(textures[i]);
- }
-
- CloseWindow();
+
+ // Unload textures data (GPU VRAM)
+ for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
}
diff --git a/examples/textures/textures_image_generation.png b/examples/textures/textures_image_generation.png
new file mode 100644
index 00000000..a272b405
--- /dev/null
+++ b/examples/textures/textures_image_generation.png
Binary files differ
diff --git a/src/raylib.h b/src/raylib.h
index 3d09eff0..04aa3b5a 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -876,7 +876,7 @@ RLAPI void ImageColorBrightness(Image *image, int brightness);
// Image generation functions
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
-RLAPI Image GenImageRadialGradient(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
diff --git a/src/textures.c b/src/textures.c
index 28bc27f8..0a8d7591 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -1453,13 +1453,13 @@ Image GenImageGradientV(int width, int height, Color top, Color bottom)
for (int j = 0; j < height; j++)
{
- float factor = (float)j / (float)height;
+ float factor = (float)j/(float)height;
for (int i = 0; i < width; i++)
{
- pixels[j*width + i].r = (int)((float)bottom.r * factor + (float)top.r * (1.f - factor));
- pixels[j*width + i].g = (int)((float)bottom.g * factor + (float)top.g * (1.f - factor));
- pixels[j*width + i].b = (int)((float)bottom.b * factor + (float)top.b * (1.f - factor));
- pixels[j*width + i].a = (int)((float)bottom.a * factor + (float)top.a * (1.f - factor));
+ pixels[j*width + i].r = (int)((float)bottom.r*factor + (float)top.r*(1.f - factor));
+ pixels[j*width + i].g = (int)((float)bottom.g*factor + (float)top.g*(1.f - factor));
+ pixels[j*width + i].b = (int)((float)bottom.b*factor + (float)top.b*(1.f - factor));
+ pixels[j*width + i].a = (int)((float)bottom.a*factor + (float)top.a*(1.f - factor));
}
}
@@ -1476,13 +1476,13 @@ Image GenImageGradientH(int width, int height, Color left, Color right)
for (int i = 0; i < width; i++)
{
- float factor = (float)i / (float)width;
+ float factor = (float)i/(float)width;
for (int j = 0; j < height; j++)
{
- pixels[j*width + i].r = (int)((float)right.r * factor + (float)left.r * (1.f - factor));
- pixels[j*width + i].g = (int)((float)right.g * factor + (float)left.g * (1.f - factor));
- pixels[j*width + i].b = (int)((float)right.b * factor + (float)left.b * (1.f - factor));
- pixels[j*width + i].a = (int)((float)right.a * factor + (float)left.a * (1.f - factor));
+ pixels[j*width + i].r = (int)((float)right.r*factor + (float)left.r*(1.f - factor));
+ pixels[j*width + i].g = (int)((float)right.g*factor + (float)left.g*(1.f - factor));
+ pixels[j*width + i].b = (int)((float)right.b*factor + (float)left.b*(1.f - factor));
+ pixels[j*width + i].a = (int)((float)right.a*factor + (float)left.a*(1.f - factor));
}
}
@@ -1493,25 +1493,28 @@ Image GenImageGradientH(int width, int height, Color left, Color right)
}
// Generate image: radial gradient
-Image GenImageRadialGradient(int width, int height, float density, Color inner, Color outer)
+Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer)
{
- Color *pixels = (Color*)malloc(width * height * sizeof(Color));
- float radius = (width < height) ? (float)width / 2.f : (float)height / 2.f;
+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
+ float radius = (width < height) ? (float)width/2.0f : (float)height/2.0f;
- float center_x = (float)width / 2.f;
- float center_y = (float)height / 2.f;
+ float centerX = (float)width/2.0f;
+ float centerY = (float)height/2.0f;
+
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
- float dist = hypotf((float)x - center_x, (float)y - center_y);
- float factor = (dist - radius * density) / (radius * (1.f - density));
+ float dist = hypotf((float)x - centerX, (float)y - centerY);
+ float factor = (dist - radius*density)/(radius*(1.0f - density));
+
factor = fmax(factor, 0.f);
factor = fmin(factor, 1.f); // dist can be bigger than radius so we have to check
- pixels[y*width + x].r = (int)((float)outer.r * factor + (float)inner.r * (1.f - factor));
- pixels[y*width + x].g = (int)((float)outer.g * factor + (float)inner.g * (1.f - factor));
- pixels[y*width + x].b = (int)((float)outer.b * factor + (float)inner.b * (1.f - factor));
- pixels[y*width + x].a = (int)((float)outer.a * factor + (float)inner.a * (1.f - factor));
+
+ pixels[y*width + x].r = (int)((float)outer.r*factor + (float)inner.r*(1.0f - factor));
+ pixels[y*width + x].g = (int)((float)outer.g*factor + (float)inner.g*(1.0f - factor));
+ pixels[y*width + x].b = (int)((float)outer.b*factor + (float)inner.b*(1.0f - factor));
+ pixels[y*width + x].a = (int)((float)outer.a*factor + (float)inner.a*(1.0f - factor));
}
}
@@ -1530,7 +1533,7 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col
{
for (int x = 0; x < width; x++)
{
- if ((x/checksX + y/checksY) % 2 == 0) pixels[y*width + x] = col1;
+ if ((x/checksX + y/checksY)%2 == 0) pixels[y*width + x] = col1;
else pixels[y*width + x] = col2;
}
}
@@ -1548,7 +1551,7 @@ Image GenImageWhiteNoise(int width, int height, float factor)
for (int i = 0; i < width*height; i++)
{
- if (GetRandomValue(0, 99) < (int)(factor * 100.f)) pixels[i] = WHITE;
+ if (GetRandomValue(0, 99) < (int)(factor*100.0f)) pixels[i] = WHITE;
else pixels[i] = BLACK;
}
@@ -1561,17 +1564,19 @@ Image GenImageWhiteNoise(int width, int height, float factor)
// Generate image: perlin noise
Image GenImagePerlinNoise(int width, int height, float scale)
{
- Color *pixels = (Color*)malloc(width * height * sizeof(Color));
+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
- float nx = (float)x * scale / (float)width;
- float ny = (float)y * scale / (float)height;
+ float nx = (float)x*scale/(float)width;
+ float ny = (float)y*scale/(float)height;
+
// we need to translate the data from [-1; 1] to [0; 1]
- float p = (stb_perlin_fbm_noise3(nx, ny, 1.f, 2.f, 0.5f, 6, 0, 0, 0) + 1.f) / 2.f;
- int intensity = (int)(p * 255.f);
+ float p = (stb_perlin_fbm_noise3(nx, ny, 1.0f, 2.0f, 0.5f, 6, 0, 0, 0) + 1.0f) / 2.0f;
+
+ int intensity = (int)(p * 255.0f);
pixels[y*width + x] = (Color){intensity, intensity, intensity, 255};
}
}
@@ -1585,54 +1590,55 @@ Image GenImagePerlinNoise(int width, int height, float scale)
// Generate image: cellular algorithm. Bigger tileSize means bigger cells
Image GenImageCellular(int width, int height, int tileSize)
{
- Color *pixels = (Color*)malloc(width*height*sizeof(Color));
+ Color *pixels = (Color *)malloc(width*height*sizeof(Color));
- int seeds_per_row = width / tileSize;
- int seeds_per_col = height / tileSize;
- int seeds_count = seeds_per_row * seeds_per_col;
+ int seedsPerRow = width/tileSize;
+ int seedsPerCol = height/tileSize;
+ int seedsCount = seedsPerRow * seedsPerCol;
- Vector2* seeds = (Vector2*)malloc(seeds_count * sizeof(Vector2));
+ Vector2 *seeds = (Vector2 *)malloc(seedsCount*sizeof(Vector2));
- for (int i = 0; i < seeds_count; i++)
+ for (int i = 0; i < seedsCount; i++)
{
- int y = (i / seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
- int x = (i % seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
+ int y = (i/seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
+ int x = (i%seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
seeds[i] = (Vector2){x, y};
}
for (int y = 0; y < height; y++)
{
- int tile_y = y / tileSize;
+ int tileY = y/tileSize;
+
for (int x = 0; x < width; x++)
{
- int tile_x = x / tileSize;
+ int tileX = x/tileSize;
- float min_distance = strtod("Inf", NULL);
+ float minDistance = strtod("Inf", NULL);
// Check all adjacent tiles
for (int i = -1; i < 2; i++)
{
- if (tile_x + i < 0 || tile_x + i >= seeds_per_row) continue;
+ if ((tileX + i < 0) || (tileX + i >= seedsPerRow)) continue;
for (int j = -1; j < 2; j++)
{
- if (tile_y + j < 0 || tile_y + j >= seeds_per_col) continue;
+ if ((tileY + j < 0) || (tileY + j >= seedsPerCol)) continue;
- Vector2 neighbor_seed = seeds[(tile_y+j) * seeds_per_row + tile_x+i];
+ Vector2 neighborSeed = seeds[(tileY + j)*seedsPerRow + tileX + i];
- float dist = hypot(x - (int)neighbor_seed.x, y - (int)neighbor_seed.y);
- min_distance = fmin(min_distance, dist);
+ float dist = hypot(x - (int)neighborSeed.x, y - (int)neighborSeed.y);
+ minDistance = fmin(minDistance, dist);
}
}
// I made this up but it seems to give good results at all tile sizes
- int intensity = (int)(min_distance * 256.f / tileSize);
+ int intensity = (int)(minDistance*256.0f/tileSize);
if (intensity > 255) intensity = 255;
- Color c = {intensity, intensity, intensity, 255};
- pixels[y*width + x] = c;
+ pixels[y*width + x] = (Color){ intensity, intensity, intensity, 255 };
}
}
+
free(seeds);
Image image = LoadImageEx(pixels, width, height);