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- /*******************************************************************************************
- *
- * raylib [textures] example - Image loading and drawing on it
- *
- * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
- *
- * This example has been created using raylib 1.4 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2016 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
-
- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-
- Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
- ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
- ImageFlipHorizontal(&cat); // Flip cropped image horizontally
- ImageResize(&cat, 150, 200); // Resize flipped-cropped image
-
- Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
-
- // Draw one image over the other with a scaling of 1.5f
- ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
- ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
-
- UnloadImage(cat); // Unload image from RAM
-
- // Load custom font for frawing on image
- Font font = LoadFont("resources/custom_jupiter_crash.png");
-
- // Draw over image using custom font
- ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
-
- UnloadFont(font); // Unload custom spritefont (already drawn used on image)
-
- Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
- UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
-
- SetTargetFPS(60);
- //---------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // TODO: Update your variables here
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
- DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
-
- DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
- DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Texture unloading
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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