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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_generation.c | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/textures/textures_image_generation.c')
-rw-r--r-- | deps/raylib/examples/textures/textures_image_generation.c | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/deps/raylib/examples/textures/textures_image_generation.c b/deps/raylib/examples/textures/textures_image_generation.c new file mode 100644 index 0000000..97e43f0 --- /dev/null +++ b/deps/raylib/examples/textures/textures_image_generation.c @@ -0,0 +1,119 @@ +/******************************************************************************************* +* +* raylib [textures] example - Procedural images generation +* +* Example originally created with raylib 1.8, last time updated with raylib 1.8 +* +* 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) 2O17-2024 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_TEXTURES 9 // Currently we have 8 generation algorithms but some have multiple purposes (Linear and Square Gradients) + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation"); + + Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, RED, BLUE); + Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, RED, BLUE); + Image diagonalGradient = GenImageGradientLinear(screenWidth, screenHeight, 45, RED, BLUE); + Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK); + Image squareGradient = GenImageGradientSquare(screenWidth, screenHeight, 0.0f, WHITE, BLACK); + Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE); + Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f); + Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f); + Image cellular = GenImageCellular(screenWidth, screenHeight, 32); + + Texture2D textures[NUM_TEXTURES] = { 0 }; + + textures[0] = LoadTextureFromImage(verticalGradient); + textures[1] = LoadTextureFromImage(horizontalGradient); + textures[2] = LoadTextureFromImage(diagonalGradient); + textures[3] = LoadTextureFromImage(radialGradient); + textures[4] = LoadTextureFromImage(squareGradient); + textures[5] = LoadTextureFromImage(checked); + textures[6] = LoadTextureFromImage(whiteNoise); + textures[7] = LoadTextureFromImage(perlinNoise); + textures[8] = LoadTextureFromImage(cellular); + + // Unload image data (CPU RAM) + UnloadImage(verticalGradient); + UnloadImage(horizontalGradient); + UnloadImage(diagonalGradient); + UnloadImage(radialGradient); + UnloadImage(squareGradient); + UnloadImage(checked); + UnloadImage(whiteNoise); + UnloadImage(perlinNoise); + UnloadImage(cellular); + + int currentTexture = 0; + + SetTargetFPS(60); + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT)) + { + currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawTexture(textures[currentTexture], 0, 0, WHITE); + + DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f)); + DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE); + + switch(currentTexture) + { + case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break; + case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break; + case 2: DrawText("DIAGONAL GRADIENT", 540, 10, 20, RAYWHITE); break; + case 3: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break; + case 4: DrawText("SQUARE GRADIENT", 580, 10, 20, LIGHTGRAY); break; + case 5: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break; + case 6: DrawText("WHITE NOISE", 640, 10, 20, RED); break; + case 7: DrawText("PERLIN NOISE", 640, 10, 20, RED); break; + case 8: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break; + default: break; + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + // Unload textures data (GPU VRAM) + for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |