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authorraysan5 <[email protected]>2017-07-24 20:04:54 +0200
committerraysan5 <[email protected]>2017-07-24 20:04:54 +0200
commit072684d276373b58ddf7203e34b66a14f6e0c848 (patch)
tree64dd10af55f0602864ce79eb9c46a23531341059 /docs/examples/src/textures/textures_raw_data.c
parentb2712b6db7c184aff47436f387f2012cf77f4f67 (diff)
downloadraylib-072684d276373b58ddf7203e34b66a14f6e0c848.tar.gz
raylib-072684d276373b58ddf7203e34b66a14f6e0c848.zip
Removed webpage from raylib repo
Moved to own repo at @raysan5/raylib.com
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-/*******************************************************************************************
-*
-* 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