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author | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
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committer | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
commit | cdda4c4182c9ee068567529715e4a5c68a8efb58 (patch) | |
tree | 38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/textures/textures_image_channel.c | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/textures/textures_image_channel.c')
-rw-r--r-- | deps/raylib/examples/textures/textures_image_channel.c | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/deps/raylib/examples/textures/textures_image_channel.c b/deps/raylib/examples/textures/textures_image_channel.c new file mode 100644 index 0000000..39618c5 --- /dev/null +++ b/deps/raylib/examples/textures/textures_image_channel.c @@ -0,0 +1,106 @@ +/******************************************************************************************* +* +* raylib [textures] example - Retrive image channel (mask) +* +* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) +* +* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev +* +* Example contributed by Bruno Cabral (github.com/brccabral) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2024-2024 Bruno Cabral (github.com/brccabral) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include <raylib.h> + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image"); + + Image fudesumiImage = LoadImage("resources/fudesumi.png"); + + Image imageAlpha = ImageFromChannel(fudesumiImage, 3); + ImageAlphaMask(&imageAlpha, imageAlpha); + + Image imageRed = ImageFromChannel(fudesumiImage, 0); + ImageAlphaMask(&imageRed, imageAlpha); + + Image imageGreen = ImageFromChannel(fudesumiImage, 1); + ImageAlphaMask(&imageGreen, imageAlpha); + + Image imageBlue = ImageFromChannel(fudesumiImage, 2); + ImageAlphaMask(&imageBlue, imageAlpha); + + Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW); + + Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage); + Texture2D textureAlpha = LoadTextureFromImage(imageAlpha); + Texture2D textureRed = LoadTextureFromImage(imageRed); + Texture2D textureGreen = LoadTextureFromImage(imageGreen); + Texture2D textureBlue = LoadTextureFromImage(imageBlue); + Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage); + + UnloadImage(fudesumiImage); + UnloadImage(imageAlpha); + UnloadImage(imageRed); + UnloadImage(imageGreen); + UnloadImage(imageBlue); + UnloadImage(backgroundImage); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + + Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height}; + + Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f}; + Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + DrawTexture(backgroundTexture, 0, 0, WHITE); + DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE); + + DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED); + DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN); + DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE); + DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(backgroundTexture); + UnloadTexture(fudesumiTexture); + UnloadTexture(textureRed); + UnloadTexture(textureGreen); + UnloadTexture(textureBlue); + UnloadTexture(textureAlpha); + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |