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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/textures/textures_raw_data.c
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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)
+*
+* Example originally created with raylib 1.3, last time updated with raylib 3.5
+*
+* 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) 2015-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: malloc() and free()
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const 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 fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
+ Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
+ UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
+
+ // Generate a checked texture by code
+ int width = 960;
+ int height = 480;
+
+ // 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*width + x] = ORANGE;
+ else pixels[y*width + x] = GOLD;
+ }
+ }
+
+ // Load pixels data into an image structure and create texture
+ Image checkedIm = {
+ .data = pixels, // We can assign pixels directly to data
+ .width = width,
+ .height = height,
+ .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
+ .mipmaps = 1
+ };
+
+ Texture2D checked = LoadTextureFromImage(checkedIm);
+ UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //---------------------------------------------------------------------------------------
+
+ // 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, 0.5f));
+ DrawTexture(fudesumi, 430, -30, WHITE);
+
+ DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
+ DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
+ DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
+
+ DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(fudesumi); // Texture unloading
+ UnloadTexture(checked); // Texture unloading
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file