aboutsummaryrefslogtreecommitdiff
path: root/docs/examples/src/textures
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2017-04-09 23:46:47 +0200
committerRay <raysan5@gmail.com>2017-04-09 23:46:47 +0200
commitf7bebf9861734c47d0840868f243b186a59a96ba (patch)
treef5ca2d320c680ef5926b5455e4498646031cd5ac /docs/examples/src/textures
parent8374460c3986b16c68a6dea0643e9af541987d52 (diff)
downloadraylib-f7bebf9861734c47d0840868f243b186a59a96ba.tar.gz
raylib-f7bebf9861734c47d0840868f243b186a59a96ba.zip
Working on web examples
Reorganizing folders Review examples Work on makefile and loader.html
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_raw_data.c93
-rw-r--r--docs/examples/src/textures/textures_rectangle.c78
-rw-r--r--docs/examples/src/textures/textures_srcrec_dstrec.c79
-rw-r--r--docs/examples/src/textures/textures_to_image.c68
8 files changed, 670 insertions, 0 deletions
diff --git a/docs/examples/src/textures/textures_image_drawing.c b/docs/examples/src/textures/textures_image_drawing.c
new file mode 100644
index 00000000..1c6a1fb9
--- /dev/null
+++ b/docs/examples/src/textures/textures_image_drawing.c
@@ -0,0 +1,78 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 00000000..54c73586
--- /dev/null
+++ b/docs/examples/src/textures/textures_image_loading.c
@@ -0,0 +1,63 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 00000000..58b746e0
--- /dev/null
+++ b/docs/examples/src/textures/textures_image_processing.c
@@ -0,0 +1,154 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 00000000..f2f93128
--- /dev/null
+++ b/docs/examples/src/textures/textures_logo_raylib.c
@@ -0,0 +1,57 @@
+/*******************************************************************************************
+*
+* 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_raw_data.c b/docs/examples/src/textures/textures_raw_data.c
new file mode 100644
index 00000000..d1922180
--- /dev/null
+++ b/docs/examples/src/textures/textures_raw_data.c
@@ -0,0 +1,93 @@
+/*******************************************************************************************
+*
+* 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 sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
+ Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
+ UnloadImage(sonicRaw); // 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] = DARKBLUE;
+ else pixels[y*height + x] = SKYBLUE;
+ }
+ }
+
+ // 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, 0.3f));
+ DrawTexture(sonic, 330, -20, WHITE);
+
+ DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
+ DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
+ DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(sonic); // 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
new file mode 100644
index 00000000..cca5b216
--- /dev/null
+++ b/docs/examples/src/textures/textures_rectangle.c
@@ -0,0 +1,78 @@
+/*******************************************************************************************
+*
+* 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"
+
+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 guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
+
+ Vector2 position = { 350.0f, 240.0f };
+ Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
+ int currentFrame = 0;
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_RIGHT))
+ {
+ currentFrame++;
+
+ if (currentFrame > 6) currentFrame = 0;
+
+ frameRec.x = currentFrame*guybrush.width/7;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawTexture(guybrush, 35, 40, WHITE);
+ DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME);
+
+ DrawTextureRec(guybrush, frameRec, position, WHITE); // Draw part of the texture
+
+ DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
+
+ DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY);
+ DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY);
+
+ DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY);
+ DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY);
+ DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(guybrush); // 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
new file mode 100644
index 00000000..6d824ce6
--- /dev/null
+++ b/docs/examples/src/textures/textures_srcrec_dstrec.c
@@ -0,0 +1,79 @@
+/*******************************************************************************************
+*
+* 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 guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
+
+ int frameWidth = guybrush.width/7;
+ int frameHeight = guybrush.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(guybrush, sourceRec, destRec, origin, rotation, WHITE);
+
+ DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
+ DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(guybrush); // 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
new file mode 100644
index 00000000..37c3b5a0
--- /dev/null
+++ b/docs/examples/src/textures/textures_to_image.c
@@ -0,0 +1,68 @@
+/*******************************************************************************************
+*
+* 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