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+/*******************************************************************************************
+*
+* 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;
+}