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- /*******************************************************************************************
- *
- * raylib [textures] example - Load textures from raw data
- *
- * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
- *
- * Example originally created with raylib 1.3, 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) 2015-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <stdlib.h> // Required for: malloc() and free()
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
-
- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-
- // Load RAW image data (512x512, 32bit RGBA, no file header)
- Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
- Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
- UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
-
- // Generate a checked texture by code
- int width = 960;
- int height = 480;
-
- // 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*width + x] = ORANGE;
- else pixels[y*width + x] = GOLD;
- }
- }
-
- // Load pixels data into an image structure and create texture
- Image checkedIm = {
- .data = pixels, // We can assign pixels directly to data
- .width = width,
- .height = height,
- .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
- .mipmaps = 1
- };
-
- Texture2D checked = LoadTextureFromImage(checkedIm);
- UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
-
- 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
- //----------------------------------------------------------------------------------
- // 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, 85, 30, BROWN);
- DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
- DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
-
- DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(fudesumi); // Texture unloading
- UnloadTexture(checked); // Texture unloading
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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