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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
parentb2712b6db7c184aff47436f387f2012cf77f4f67 (diff)
downloadraylib-072684d276373b58ddf7203e34b66a14f6e0c848.tar.gz
raylib-072684d276373b58ddf7203e34b66a14f6e0c848.zip
Removed webpage from raylib repo
Moved to own repo at @raysan5/raylib.com
Diffstat (limited to 'docs/examples/src/textures')
-rw-r--r--docs/examples/src/textures/textures_image_drawing.c78
-rw-r--r--docs/examples/src/textures/textures_image_loading.c63
-rw-r--r--docs/examples/src/textures/textures_image_processing.c154
-rw-r--r--docs/examples/src/textures/textures_logo_raylib.c57
-rw-r--r--docs/examples/src/textures/textures_particles_blending.c135
-rw-r--r--docs/examples/src/textures/textures_raw_data.c95
-rw-r--r--docs/examples/src/textures/textures_rectangle.c99
-rw-r--r--docs/examples/src/textures/textures_srcrec_dstrec.c81
-rw-r--r--docs/examples/src/textures/textures_to_image.c68
9 files changed, 0 insertions, 830 deletions
diff --git a/docs/examples/src/textures/textures_image_drawing.c b/docs/examples/src/textures/textures_image_drawing.c
deleted file mode 100644
index 1c6a1fb9..00000000
--- a/docs/examples/src/textures/textures_image_drawing.c
+++ /dev/null
@@ -1,78 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_image_loading.c b/docs/examples/src/textures/textures_image_loading.c
deleted file mode 100644
index 54c73586..00000000
--- a/docs/examples/src/textures/textures_image_loading.c
+++ /dev/null
@@ -1,63 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_image_processing.c b/docs/examples/src/textures/textures_image_processing.c
deleted file mode 100644
index 58b746e0..00000000
--- a/docs/examples/src/textures/textures_image_processing.c
+++ /dev/null
@@ -1,154 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_logo_raylib.c b/docs/examples/src/textures/textures_logo_raylib.c
deleted file mode 100644
index f2f93128..00000000
--- a/docs/examples/src/textures/textures_logo_raylib.c
+++ /dev/null
@@ -1,57 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_particles_blending.c b/docs/examples/src/textures/textures_particles_blending.c
deleted file mode 100644
index 842ac77d..00000000
--- a/docs/examples/src/textures/textures_particles_blending.c
+++ /dev/null
@@ -1,135 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_raw_data.c b/docs/examples/src/textures/textures_raw_data.c
deleted file mode 100644
index b038792b..00000000
--- a/docs/examples/src/textures/textures_raw_data.c
+++ /dev/null
@@ -1,95 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_rectangle.c b/docs/examples/src/textures/textures_rectangle.c
deleted file mode 100644
index c90db8ac..00000000
--- a/docs/examples/src/textures/textures_rectangle.c
+++ /dev/null
@@ -1,99 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_srcrec_dstrec.c b/docs/examples/src/textures/textures_srcrec_dstrec.c
deleted file mode 100644
index 53ffd1d0..00000000
--- a/docs/examples/src/textures/textures_srcrec_dstrec.c
+++ /dev/null
@@ -1,81 +0,0 @@
-/*******************************************************************************************
-*
-* 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/docs/examples/src/textures/textures_to_image.c b/docs/examples/src/textures/textures_to_image.c
deleted file mode 100644
index 37c3b5a0..00000000
--- a/docs/examples/src/textures/textures_to_image.c
+++ /dev/null
@@ -1,68 +0,0 @@
-/*******************************************************************************************
-*
-* 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;
-} \ No newline at end of file