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Replaced some images and updated examples

raysan5 před 8 roky
rodič
revize
4315b82ea7

binární
examples/shaders/resources/fudesumi.png


binární
examples/shaders/resources/sonic.png


+ 9 - 12
examples/shaders/shaders_shapes_textures.c

@@ -9,7 +9,7 @@
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
 *         raylib comes with shaders ready for both versions, check raylib/shaders install folder
 *
-*   This example has been created using raylib 1.3 (www.raylib.com)
+*   This example has been created using raylib 1.7 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *   Copyright (c) 2015 Ramon Santamaria (@raysan5)
@@ -18,9 +18,6 @@
 
 #include "raylib.h"
 
-#include <stdio.h>
-#include <stdlib.h>
-
 int main()
 {
     // Initialization
@@ -30,14 +27,12 @@ int main()
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
     
-    Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
+    Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
 
     // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version 
     Shader shader = LoadShader("resources/shaders/glsl330/base.vs", 
                                "resources/shaders/glsl330/grayscale.fs");
-                               
-    // Shader usage is also different than models/postprocessing, shader is just activated when required
-    
+
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
@@ -91,21 +86,23 @@ int main()
             // Activate our custom shader to be applied on next shapes/textures drawings
             BeginShaderMode(shader);
 
-                DrawTexture(sonic, 380, -10, WHITE);    // Using custom shader
+                DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader
             
             // Activate our default shader for next drawings
             EndShaderMode();
             
+            DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
+            
         EndDrawing();
         //----------------------------------------------------------------------------------
     }
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    UnloadShader(shader);   // Unload shader
-    UnloadTexture(sonic);   // Unload texture
+    UnloadShader(shader);       // Unload shader
+    UnloadTexture(fudesumi);    // Unload texture
     
-    CloseWindow();          // Close window and OpenGL context
+    CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 
     return 0;

binární
examples/shaders/shaders_shapes_textures.png


binární
examples/textures/resources/fudesumi.png


binární
examples/textures/resources/fudesumi.raw


+ 13 - 11
examples/textures/textures_raw_data.c

@@ -27,9 +27,9 @@ int main()
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
  
     // Load RAW image data (512x512, 32bit RGBA, no file header)
-    Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
-    Texture2D sonic = LoadTextureFromImage(sonicRaw);   // Upload CPU (RAM) image to GPU (VRAM)
-    UnloadImage(sonicRaw);                              // Unload CPU (RAM) image data
+    Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, 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 (1024x1024 pixels)
     int width = 1024;
@@ -42,8 +42,8 @@ int main()
     {
         for (int x = 0; x < width; x++)
         {
-            if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
-            else pixels[y*height + x] = SKYBLUE;
+            if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
+            else pixels[y*height + x] = GOLD;
         }
     }
     
@@ -70,12 +70,14 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
-            DrawTexture(sonic, 330, -20, WHITE);
+            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, 100, 30, DARKBLUE);
-            DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
-            DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
+            DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
+            DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
+            DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
+            
+            DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
 
         EndDrawing();
         //----------------------------------------------------------------------------------
@@ -83,7 +85,7 @@ int main()
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    UnloadTexture(sonic);       // Texture unloading
+    UnloadTexture(fudesumi);    // Texture unloading
     UnloadTexture(checked);     // Texture unloading
 
     CloseWindow();              // Close window and OpenGL context

binární
examples/textures/textures_raw_data.png


+ 7 - 5
examples/textures/textures_srcrec_dstrec.c

@@ -21,10 +21,10 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-    Texture2D guybrush = LoadTexture("resources/guybrush.png");        // Texture loading
+    Texture2D scarfy = LoadTexture("resources/scarfy.png");        // Texture loading
 
-    int frameWidth = guybrush.width/7;
-    int frameHeight = guybrush.height;
+    int frameWidth = scarfy.width/6;
+    int frameHeight = scarfy.height;
     
     // NOTE: Source rectangle (part of the texture to use for drawing)
     Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
@@ -59,10 +59,12 @@ int main()
             // destRec defines the rectangle where our texture part will fit (scaling it to fit)
             // origin defines the point of the texture used as reference for rotation and scaling
             // rotation defines the texture rotation (using origin as rotation point)
-            DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
+            DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
 
             DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
             DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
+            
+            DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
 
         EndDrawing();
         //----------------------------------------------------------------------------------
@@ -70,7 +72,7 @@ int main()
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    UnloadTexture(guybrush);       // Texture unloading
+    UnloadTexture(scarfy);        // Texture unloading
 
     CloseWindow();                // Close window and OpenGL context
     //--------------------------------------------------------------------------------------

binární
examples/textures/textures_srcrec_dstrec.png