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- /*******************************************************************************************
- *
- * raylib [textures] example - Image processing
- *
- * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
- *
- * Example originally created with raylib 1.4, last time updated with raylib 3.5
- *
- * 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) 2016-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <stdlib.h> // Required for: free()
-
- #define NUM_PROCESSES 9
-
- typedef enum {
- NONE = 0,
- COLOR_GRAYSCALE,
- COLOR_TINT,
- COLOR_INVERT,
- COLOR_CONTRAST,
- COLOR_BRIGHTNESS,
- GAUSSIAN_BLUR,
- FLIP_VERTICAL,
- FLIP_HORIZONTAL
- } ImageProcess;
-
- static const char *processText[] = {
- "NO PROCESSING",
- "COLOR GRAYSCALE",
- "COLOR TINT",
- "COLOR INVERT",
- "COLOR CONTRAST",
- "COLOR BRIGHTNESS",
- "GAUSSIAN BLUR",
- "FLIP VERTICAL",
- "FLIP HORIZONTAL"
- };
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
-
- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-
- Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
- ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
- Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
-
- Image imCopy = ImageCopy(imOrigin);
-
- int currentProcess = NONE;
- bool textureReload = false;
-
- Rectangle toggleRecs[NUM_PROCESSES] = { 0 };
- int mouseHoverRec = -1;
-
- for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
-
- SetTargetFPS(60);
- //---------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
-
- // Mouse toggle group logic
- for (int i = 0; i < NUM_PROCESSES; i++)
- {
- if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i]))
- {
- mouseHoverRec = i;
-
- if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
- {
- currentProcess = i;
- textureReload = true;
- }
- break;
- }
- else mouseHoverRec = -1;
- }
-
- // Keyboard toggle group logic
- if (IsKeyPressed(KEY_DOWN))
- {
- currentProcess++;
- if (currentProcess > (NUM_PROCESSES - 1)) currentProcess = 0;
- textureReload = true;
- }
- else if (IsKeyPressed(KEY_UP))
- {
- currentProcess--;
- if (currentProcess < 0) currentProcess = 7;
- textureReload = true;
- }
-
- // Reload texture when required
- if (textureReload)
- {
- UnloadImage(imCopy); // Unload image-copy data
- imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin
-
- // NOTE: Image processing is a costly CPU process to be done every frame,
- // If image processing is required in a frame-basis, it should be done
- // with a texture and by shaders
- switch (currentProcess)
- {
- case COLOR_GRAYSCALE: ImageColorGrayscale(&imCopy); break;
- case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break;
- case COLOR_INVERT: ImageColorInvert(&imCopy); break;
- case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break;
- case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break;
- case GAUSSIAN_BLUR: ImageBlurGaussian(&imCopy, 10); break;
- case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break;
- case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break;
- default: break;
- }
-
- Color *pixels = LoadImageColors(imCopy); // Load pixel data from image (RGBA 32bit)
- UpdateTexture(texture, pixels); // Update texture with new image data
- UnloadImageColors(pixels); // Unload pixels data from RAM
-
- textureReload = false;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
-
- // Draw rectangles
- for (int i = 0; i < NUM_PROCESSES; i++)
- {
- DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
- DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
- DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
- }
-
- DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
- DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Unload texture from VRAM
- UnloadImage(imOrigin); // Unload image-origin from RAM
- UnloadImage(imCopy); // Unload image-copy from RAM
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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