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Diffstat (limited to 'deps/raylib/examples/textures/textures_image_processing.c')
-rw-r--r-- | deps/raylib/examples/textures/textures_image_processing.c | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/deps/raylib/examples/textures/textures_image_processing.c b/deps/raylib/examples/textures/textures_image_processing.c new file mode 100644 index 0000000..2692735 --- /dev/null +++ b/deps/raylib/examples/textures/textures_image_processing.c @@ -0,0 +1,177 @@ +/******************************************************************************************* +* +* raylib [textures] example - Image processing +* +* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) +* +* Example originally created with raylib 1.4, 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) 2016-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdlib.h> // Required for: free() + +#define NUM_PROCESSES 9 + +typedef enum { + NONE = 0, + COLOR_GRAYSCALE, + COLOR_TINT, + COLOR_INVERT, + COLOR_CONTRAST, + COLOR_BRIGHTNESS, + GAUSSIAN_BLUR, + FLIP_VERTICAL, + FLIP_HORIZONTAL +} ImageProcess; + +static const char *processText[] = { + "NO PROCESSING", + "COLOR GRAYSCALE", + "COLOR TINT", + "COLOR INVERT", + "COLOR CONTRAST", + "COLOR BRIGHTNESS", + "GAUSSIAN BLUR", + "FLIP VERTICAL", + "FLIP HORIZONTAL" +}; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + + Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM) + ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE + Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM) + + Image imCopy = ImageCopy(imOrigin); + + int currentProcess = NONE; + bool textureReload = false; + + Rectangle toggleRecs[NUM_PROCESSES] = { 0 }; + int mouseHoverRec = -1; + + for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f }; + + SetTargetFPS(60); + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Mouse toggle group logic + for (int i = 0; i < NUM_PROCESSES; i++) + { + if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i])) + { + mouseHoverRec = i; + + if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) + { + currentProcess = i; + textureReload = true; + } + break; + } + else mouseHoverRec = -1; + } + + // Keyboard toggle group logic + if (IsKeyPressed(KEY_DOWN)) + { + currentProcess++; + if (currentProcess > (NUM_PROCESSES - 1)) currentProcess = 0; + textureReload = true; + } + else if (IsKeyPressed(KEY_UP)) + { + currentProcess--; + if (currentProcess < 0) currentProcess = 7; + textureReload = true; + } + + // Reload texture when required + if (textureReload) + { + UnloadImage(imCopy); // Unload image-copy data + imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin + + // NOTE: Image processing is a costly CPU process to be done every frame, + // If image processing is required in a frame-basis, it should be done + // with a texture and by shaders + switch (currentProcess) + { + case COLOR_GRAYSCALE: ImageColorGrayscale(&imCopy); break; + case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break; + case COLOR_INVERT: ImageColorInvert(&imCopy); break; + case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break; + case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break; + case GAUSSIAN_BLUR: ImageBlurGaussian(&imCopy, 10); break; + case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break; + case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break; + default: break; + } + + Color *pixels = LoadImageColors(imCopy); // Load pixel data from image (RGBA 32bit) + UpdateTexture(texture, pixels); // Update texture with new image data + UnloadImageColors(pixels); // Unload pixels data from RAM + + textureReload = false; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY); + + // Draw rectangles + for (int i = 0; i < NUM_PROCESSES; i++) + { + DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY); + DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY); + DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY); + } + + DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE); + DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Unload texture from VRAM + UnloadImage(imOrigin); // Unload image-origin from RAM + UnloadImage(imCopy); // Unload image-copy from RAM + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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