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Review some formatting for consistency

pull/329/head
raysan5 7 years ago
parent
commit
6589c808b5
5 changed files with 87 additions and 61 deletions
  1. +1
    -1
      .gitignore
  2. +32
    -12
      examples/textures/textures_image_generation.c
  3. BIN
      examples/textures/textures_image_generation.png
  4. +1
    -1
      src/raylib.h
  5. +53
    -47
      src/textures.c

+ 1
- 1
.gitignore View File

@ -42,7 +42,7 @@ Thumbs.db
*.sbr
*.sdf
obj/
# [Rr]elease/
[Rr]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*

+ 32
- 12
examples/textures/textures_image_generation.c View File

@ -2,28 +2,29 @@
*
* raylib [textures] example - Procedural images generation
*
* This example has been created using raylib 1.7 (www.raylib.com)
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2O17 Ramon Santamaria (@raysan5)
* Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
*
********************************************************************************************/
#include "raylib.h"
#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
SetTargetFPS(60);
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
Image radialGradient = GenImageRadialGradient(screenWidth, screenHeight, 0.f, WHITE, BLACK);
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.f, WHITE, BLACK);
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f);
@ -39,20 +40,37 @@ int main()
textures[6] = LoadTextureFromImage(cellular);
int currentTexture = 0;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(textures[currentTexture], 0, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload image data (CPU RAM)
UnloadImage(verticalGradient);
UnloadImage(horizontalGradient);
UnloadImage(radialGradient);
@ -60,10 +78,12 @@ int main()
UnloadImage(whiteNoise);
UnloadImage(perlinNoise);
UnloadImage(cellular);
for (int i = 0; i < TEXTURES_NUM; i++) // unload the textures
{
UnloadTexture(textures[i]);
}
CloseWindow();
// Unload textures data (GPU VRAM)
for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

BIN
examples/textures/textures_image_generation.png View File

Before After
Width: 800  |  Height: 450  |  Size: 217 KiB

+ 1
- 1
src/raylib.h View File

@ -876,7 +876,7 @@ RLAPI void ImageColorBrightness(Image *image, int brightness);
// Image generation functions
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
RLAPI Image GenImageRadialGradient(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise

+ 53
- 47
src/textures.c View File

@ -1453,13 +1453,13 @@ Image GenImageGradientV(int width, int height, Color top, Color bottom)
for (int j = 0; j < height; j++)
{
float factor = (float)j / (float)height;
float factor = (float)j/(float)height;
for (int i = 0; i < width; i++)
{
pixels[j*width + i].r = (int)((float)bottom.r * factor + (float)top.r * (1.f - factor));
pixels[j*width + i].g = (int)((float)bottom.g * factor + (float)top.g * (1.f - factor));
pixels[j*width + i].b = (int)((float)bottom.b * factor + (float)top.b * (1.f - factor));
pixels[j*width + i].a = (int)((float)bottom.a * factor + (float)top.a * (1.f - factor));
pixels[j*width + i].r = (int)((float)bottom.r*factor + (float)top.r*(1.f - factor));
pixels[j*width + i].g = (int)((float)bottom.g*factor + (float)top.g*(1.f - factor));
pixels[j*width + i].b = (int)((float)bottom.b*factor + (float)top.b*(1.f - factor));
pixels[j*width + i].a = (int)((float)bottom.a*factor + (float)top.a*(1.f - factor));
}
}
@ -1476,13 +1476,13 @@ Image GenImageGradientH(int width, int height, Color left, Color right)
for (int i = 0; i < width; i++)
{
float factor = (float)i / (float)width;
float factor = (float)i/(float)width;
for (int j = 0; j < height; j++)
{
pixels[j*width + i].r = (int)((float)right.r * factor + (float)left.r * (1.f - factor));
pixels[j*width + i].g = (int)((float)right.g * factor + (float)left.g * (1.f - factor));
pixels[j*width + i].b = (int)((float)right.b * factor + (float)left.b * (1.f - factor));
pixels[j*width + i].a = (int)((float)right.a * factor + (float)left.a * (1.f - factor));
pixels[j*width + i].r = (int)((float)right.r*factor + (float)left.r*(1.f - factor));
pixels[j*width + i].g = (int)((float)right.g*factor + (float)left.g*(1.f - factor));
pixels[j*width + i].b = (int)((float)right.b*factor + (float)left.b*(1.f - factor));
pixels[j*width + i].a = (int)((float)right.a*factor + (float)left.a*(1.f - factor));
}
}
@ -1493,25 +1493,28 @@ Image GenImageGradientH(int width, int height, Color left, Color right)
}
// Generate image: radial gradient
Image GenImageRadialGradient(int width, int height, float density, Color inner, Color outer)
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer)
{
Color *pixels = (Color*)malloc(width * height * sizeof(Color));
float radius = (width < height) ? (float)width / 2.f : (float)height / 2.f;
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
float radius = (width < height) ? (float)width/2.0f : (float)height/2.0f;
float center_x = (float)width / 2.f;
float center_y = (float)height / 2.f;
float centerX = (float)width/2.0f;
float centerY = (float)height/2.0f;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dist = hypotf((float)x - center_x, (float)y - center_y);
float factor = (dist - radius * density) / (radius * (1.f - density));
float dist = hypotf((float)x - centerX, (float)y - centerY);
float factor = (dist - radius*density)/(radius*(1.0f - density));
factor = fmax(factor, 0.f);
factor = fmin(factor, 1.f); // dist can be bigger than radius so we have to check
pixels[y*width + x].r = (int)((float)outer.r * factor + (float)inner.r * (1.f - factor));
pixels[y*width + x].g = (int)((float)outer.g * factor + (float)inner.g * (1.f - factor));
pixels[y*width + x].b = (int)((float)outer.b * factor + (float)inner.b * (1.f - factor));
pixels[y*width + x].a = (int)((float)outer.a * factor + (float)inner.a * (1.f - factor));
pixels[y*width + x].r = (int)((float)outer.r*factor + (float)inner.r*(1.0f - factor));
pixels[y*width + x].g = (int)((float)outer.g*factor + (float)inner.g*(1.0f - factor));
pixels[y*width + x].b = (int)((float)outer.b*factor + (float)inner.b*(1.0f - factor));
pixels[y*width + x].a = (int)((float)outer.a*factor + (float)inner.a*(1.0f - factor));
}
}
@ -1530,7 +1533,7 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col
{
for (int x = 0; x < width; x++)
{
if ((x/checksX + y/checksY) % 2 == 0) pixels[y*width + x] = col1;
if ((x/checksX + y/checksY)%2 == 0) pixels[y*width + x] = col1;
else pixels[y*width + x] = col2;
}
}
@ -1548,7 +1551,7 @@ Image GenImageWhiteNoise(int width, int height, float factor)
for (int i = 0; i < width*height; i++)
{
if (GetRandomValue(0, 99) < (int)(factor * 100.f)) pixels[i] = WHITE;
if (GetRandomValue(0, 99) < (int)(factor*100.0f)) pixels[i] = WHITE;
else pixels[i] = BLACK;
}
@ -1561,17 +1564,19 @@ Image GenImageWhiteNoise(int width, int height, float factor)
// Generate image: perlin noise
Image GenImagePerlinNoise(int width, int height, float scale)
{
Color *pixels = (Color*)malloc(width * height * sizeof(Color));
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float nx = (float)x * scale / (float)width;
float ny = (float)y * scale / (float)height;
float nx = (float)x*scale/(float)width;
float ny = (float)y*scale/(float)height;
// we need to translate the data from [-1; 1] to [0; 1]
float p = (stb_perlin_fbm_noise3(nx, ny, 1.f, 2.f, 0.5f, 6, 0, 0, 0) + 1.f) / 2.f;
int intensity = (int)(p * 255.f);
float p = (stb_perlin_fbm_noise3(nx, ny, 1.0f, 2.0f, 0.5f, 6, 0, 0, 0) + 1.0f) / 2.0f;
int intensity = (int)(p * 255.0f);
pixels[y*width + x] = (Color){intensity, intensity, intensity, 255};
}
}
@ -1585,54 +1590,55 @@ Image GenImagePerlinNoise(int width, int height, float scale)
// Generate image: cellular algorithm. Bigger tileSize means bigger cells
Image GenImageCellular(int width, int height, int tileSize)
{
Color *pixels = (Color*)malloc(width*height*sizeof(Color));
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
int seeds_per_row = width / tileSize;
int seeds_per_col = height / tileSize;
int seeds_count = seeds_per_row * seeds_per_col;
int seedsPerRow = width/tileSize;
int seedsPerCol = height/tileSize;
int seedsCount = seedsPerRow * seedsPerCol;
Vector2* seeds = (Vector2*)malloc(seeds_count * sizeof(Vector2));
Vector2 *seeds = (Vector2 *)malloc(seedsCount*sizeof(Vector2));
for (int i = 0; i < seeds_count; i++)
for (int i = 0; i < seedsCount; i++)
{
int y = (i / seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
int x = (i % seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1);
int y = (i/seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
int x = (i%seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
seeds[i] = (Vector2){x, y};
}
for (int y = 0; y < height; y++)
{
int tile_y = y / tileSize;
int tileY = y/tileSize;
for (int x = 0; x < width; x++)
{
int tile_x = x / tileSize;
int tileX = x/tileSize;
float min_distance = strtod("Inf", NULL);
float minDistance = strtod("Inf", NULL);
// Check all adjacent tiles
for (int i = -1; i < 2; i++)
{
if (n">tile_x + i < 0 || n">tile_x + i >= seeds_per_row) continue;
if (p">(tileX + i < 0) || p">(tileX + i >= seedsPerRow)) continue;
for (int j = -1; j < 2; j++)
{
if (n">tile_y + j < 0 || n">tile_y + j >= seeds_per_col) continue;
if (p">(tileY + j < 0) || p">(tileY + j >= seedsPerCol)) continue;
Vector2 neighbor_seed = seeds[(tile_y+j) * seeds_per_row + tile_x+i];
Vector2 neighborSeed = seeds[(tileY + j)*seedsPerRow + tileX + i];
float dist = hypot(x - (int)neighbor_seed.x, y - (int)neighbor_seed.y);
min_distance = fmin(min_distance, dist);
float dist = hypot(x - (int)neighborSeed.x, y - (int)neighborSeed.y);
minDistance = fmin(minDistance, dist);
}
}
// I made this up but it seems to give good results at all tile sizes
int intensity = (int)(min_distance * 256.f / tileSize);
int intensity = (int)(minDistance*256.0f/tileSize);
if (intensity > 255) intensity = 255;
Color c = {intensity, intensity, intensity, 255};
pixels[y*width + x] = c;
pixels[y*width + x] = (Color){ intensity, intensity, intensity, 255 };
}
}
free(seeds);
Image image = LoadImageEx(pixels, width, height);

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