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Diffstat (limited to 'examples/textures_raw_data.c')
| -rw-r--r-- | examples/textures_raw_data.c | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/examples/textures_raw_data.c b/examples/textures_raw_data.c new file mode 100644 index 00000000..a4ff71b3 --- /dev/null +++ b/examples/textures_raw_data.c @@ -0,0 +1,90 @@ +/******************************************************************************************* +* +* 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; +}
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