aboutsummaryrefslogtreecommitdiff
path: root/examples_web/textures_raw_data.c
blob: 90a67cd65edb97f65107db8c9fc17670c30f7432 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
/*******************************************************************************************
*
*   raylib [core] example - Load textures from raw data (adapted for HTML5 platform)
*
*   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()

#if defined(PLATFORM_WEB)
    #include <emscripten/emscripten.h>
#endif

//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;

Texture2D sonic;
Texture2D checked;

//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void);     // Update and Draw one frame

//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
    
    // Load RAW image data (512x512, 32bit RGBA, no file header)
    Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
    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);
    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
    
#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(sonic);       // Texture unloading
    UnloadTexture(checked);     // Texture unloading
    
    CloseWindow();				// Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
    // 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();
    //----------------------------------------------------------------------------------
}