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authorRay <raysan5@gmail.com>2015-08-31 01:16:34 +0200
committerRay <raysan5@gmail.com>2015-08-31 01:16:34 +0200
commit60194753d7b8abcdec3df2a502ccd29a1076bb7c (patch)
tree47df863966fee50bd3a10d195c3f8274b4ed5ee6 /examples/textures_raw_data.c
parent3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863 (diff)
parent808aeabf4c2ab0828e4f7806b75d95dc1b5ab212 (diff)
downloadraylib-60194753d7b8abcdec3df2a502ccd29a1076bb7c.tar.gz
raylib-60194753d7b8abcdec3df2a502ccd29a1076bb7c.zip
Merge pull request #26 from raysan5/develop
Develop branch integration
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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 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;
+
+ 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
+ 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