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@@ -4,9 +4,11 @@
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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-* This example has been created using raylib 3.0 (www.raylib.com)
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+* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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+* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
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+*
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* Copyright (c) 2020 Karlo Licudine (@accidentalrebel)
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*
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********************************************************************************************/
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@@ -15,86 +17,77 @@
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int main(void)
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{
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- // Initialization
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- //--------------------------------------------------------------------------------------
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- const int screenWidth = 800;
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- const int screenHeight = 450;
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-
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- InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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- Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
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- Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
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+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
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- Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
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- Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
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+ // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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+ Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
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+ Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
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- // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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- UnloadImage(bgImage);
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- UnloadImage(fgImage);
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+ Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
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+ Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
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- const int blendCountMax = 4;
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- BlendMode blendMode = 0;
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-
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- // Main game loop
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- while (!WindowShouldClose()) // Detect window close button or ESC key
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- {
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- // Update
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- //----------------------------------------------------------------------------------
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- int key = GetKeyPressed();
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- if ((key >= 32) && (key <= 126))
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- {
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- if ( blendMode >= blendCountMax - 1 )
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- blendMode = 0;
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- else
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- blendMode++;
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- }
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-
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- // Draw
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- //----------------------------------------------------------------------------------
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- BeginDrawing();
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+ // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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+ UnloadImage(bgImage);
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+ UnloadImage(fgImage);
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- ClearBackground(RAYWHITE);
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+ const int blendCountMax = 4;
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+ BlendMode blendMode = 0;
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ if (IsKeyPressed(KEY_SPACE))
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+ {
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+ if (blendMode >= (blendCountMax - 1)) blendMode = 0;
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+ else blendMode++;
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+ }
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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- BeginBlendMode(BLEND_ALPHA);
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- DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
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+ ClearBackground(RAYWHITE);
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- // Apply the blend mode and then draw the foreground texture
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- BeginBlendMode(blendMode);
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- DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
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+ DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
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- EndBlendMode();
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+ // Apply the blend mode and then draw the foreground texture
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+ BeginBlendMode(blendMode);
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+ DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
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+ EndBlendMode();
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- // Draw the texts
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- DrawText("Press any key to change blend modes.", 310, 350, 10, GRAY);
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- switch ( blendMode )
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- {
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- case BLEND_ALPHA:
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- DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY);
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- break;
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- case BLEND_ADDITIVE:
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- DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY);
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- break;
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- case BLEND_MULTIPLIED:
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- DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY);
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- break;
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- case BLEND_ADD_COLORS:
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- DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY);
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- break;
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- }
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- DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
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+ // Draw the texts
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+ DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);
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+
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+ switch (blendMode)
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+ {
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+ case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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+ case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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+ case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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+ case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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+ default: break;
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+ }
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+
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+ DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
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- EndDrawing();
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- //----------------------------------------------------------------------------------
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- }
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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- // De-Initialization
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- //--------------------------------------------------------------------------------------
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- UnloadTexture(fgTexture); // Unload foreground texture
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- UnloadTexture(bgTexture); // Unload background texture
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadTexture(fgTexture); // Unload foreground texture
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+ UnloadTexture(bgTexture); // Unload background texture
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- CloseWindow(); // Close window and OpenGL context
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- //--------------------------------------------------------------------------------------
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-
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- return 0;
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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}
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