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- /*******************************************************************************************
- *
- * raylib [core] example - Load textures from raw data (adapted for HTML5 platform)
- *
- * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
- *
- * This example has been created using raylib 1.3 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2015 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include <stdlib.h> // Required for malloc() and free()
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
- Texture2D fudesumi;
- Texture2D checked;
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void); // Update and Draw one frame
- //----------------------------------------------------------------------------------
- // Main Enry Point
- //----------------------------------------------------------------------------------
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
-
- // Load RAW image data (512x512, 32bit RGBA, no file header)
- Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
- 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;
- int height = 1024;
-
- // 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*height + x] = ORANGE;
- else pixels[y*height + x] = GOLD;
- }
- }
-
- // Load pixels data into an image structure and create texture
- Image checkedIm = LoadImageEx(pixels, width, height);
- checked = LoadTextureFromImage(checkedIm);
- UnloadImage(checkedIm); // Unload CPU (RAM) image data
-
- // Dynamic memory must be freed after using it
- free(pixels); // Unload CPU (RAM) pixels data
-
- #if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
- #else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
- #endif
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(fudesumi); // Texture unloading
- UnloadTexture(checked); // Texture unloading
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void)
- {
- // 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, 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();
- //----------------------------------------------------------------------------------
- }
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