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authorraysan5 <raysan5@gmail.com>2016-08-06 11:32:35 +0200
committerraysan5 <raysan5@gmail.com>2016-08-06 11:32:35 +0200
commit00c7e54d3c593dbddb036f2185e614e7e4b22a1f (patch)
tree3ef6a46031712ff9551c2711adcc9fa3045a618b /examples/textures_raw_data.lua
parent5f1b4e94745303ab9df87421cdd9ffb9448fee01 (diff)
downloadraylib-00c7e54d3c593dbddb036f2185e614e7e4b22a1f.tar.gz
raylib-00c7e54d3c593dbddb036f2185e614e7e4b22a1f.zip
Add raylib lua examples
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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 1.6 (www.raylib.com)
+-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+--
+-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
+--
+-------------------------------------------------------------------------------------------
+
+--#include <stdlib.h> -- Required for malloc() and free()
+
+-- Initialization
+-------------------------------------------------------------------------------------------
+local screenWidth = 800
+local 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)
+local sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, TextureFormat.UNCOMPRESSED_R8G8B8A8, 0)
+local 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)
+local width = 1024
+local height = 1024
+
+-- Dynamic memory allocation to store pixels data (Color type)
+local pixels = {}
+
+for y = 1, height do
+ for x = 1, width do
+ if (((x/32+y/32)/1)%2 == 0) then pixels[y*height + x] = DARKBLUE
+ else pixels[y*height + x] = SKYBLUE end
+ end
+end
+
+-- Load pixels data into an image structure and create texture
+local checkedIm = LoadImageEx(pixels, width, height)
+local 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 not WindowShouldClose() do -- 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, 0.3))
+ 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()
+ ---------------------------------------------------------------------------------------
+end
+
+-- De-Initialization
+-------------------------------------------------------------------------------------------
+UnloadTexture(sonic) -- Texture unloading
+UnloadTexture(checked) -- Texture unloading
+
+CloseWindow() -- Close window and OpenGL context
+------------------------------------------------------------------------------------------- \ No newline at end of file