|
|
- /*******************************************************************************************
- *
- * raylib [textures] example - blend modes
- *
- * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
- *
- * Example originally created with raylib 3.5, last time updated with raylib 3.5
- *
- * Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
- *
- * 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) 2020-2024 Karlo Licudine (@accidentalrebel)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
-
- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
- Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
- Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
-
- Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
- Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
-
- // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
- UnloadImage(bgImage);
- UnloadImage(fgImage);
-
- const int blendCountMax = 4;
- BlendMode blendMode = 0;
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //---------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_SPACE))
- {
- if (blendMode >= (blendCountMax - 1)) blendMode = 0;
- else blendMode++;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
-
- // Apply the blend mode and then draw the foreground texture
- BeginBlendMode(blendMode);
- DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
- EndBlendMode();
-
- // Draw the texts
- DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);
-
- switch (blendMode)
- {
- case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
- case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
- case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
- case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
- default: break;
- }
-
- DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(fgTexture); // Unload foreground texture
- UnloadTexture(bgTexture); // Unload background texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
|