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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) 2O17-2023 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #define NUM_TEXTURES 9 // Currently we have 8 generation algorithms but some are 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;
- }
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