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@ -1431,6 +1431,148 @@ void ImageColorBrightness(Image *image, int brightness) |
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} |
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#endif // SUPPORT_IMAGE_MANIPULATION |
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// Generate image: vertical gradient |
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Image GenImageGradientV(int width, int height, Color top, Color bottom) |
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{ |
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Color *pixels = (Color *)malloc(width*height*sizeof(Color)); |
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for (int j = 0; j < height; j++) |
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{ |
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float factor = (float)j / (float)height; |
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for (int i = 0; i < width; i++) |
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{ |
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pixels[j*width + i].r = (int)((float)bottom.r * factor + (float)top.r * (1.f - factor)); |
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pixels[j*width + i].g = (int)((float)bottom.g * factor + (float)top.g * (1.f - factor)); |
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pixels[j*width + i].b = (int)((float)bottom.b * factor + (float)top.b * (1.f - factor)); |
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pixels[j*width + i].a = (int)((float)bottom.a * factor + (float)top.a * (1.f - factor)); |
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} |
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} |
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Image image = LoadImageEx(pixels, width, height); |
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free(pixels); |
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return image; |
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} |
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// Generate image: horizontal gradient |
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Image GenImageGradientH(int width, int height, Color left, Color right) |
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{ |
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Color *pixels = (Color *)malloc(width*height*sizeof(Color)); |
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for (int i = 0; i < width; i++) |
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{ |
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float factor = (float)i / (float)width; |
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for (int j = 0; j < height; j++) |
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{ |
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pixels[j*width + i].r = (int)((float)right.r * factor + (float)left.r * (1.f - factor)); |
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pixels[j*width + i].g = (int)((float)right.g * factor + (float)left.g * (1.f - factor)); |
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pixels[j*width + i].b = (int)((float)right.b * factor + (float)left.b * (1.f - factor)); |
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pixels[j*width + i].a = (int)((float)right.a * factor + (float)left.a * (1.f - factor)); |
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} |
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} |
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Image image = LoadImageEx(pixels, width, height); |
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free(pixels); |
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return image; |
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} |
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// Generate image: checked |
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Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2) |
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{ |
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Color *pixels = (Color *)malloc(width*height*sizeof(Color)); |
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for (int y = 0; y < height; y++) |
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{ |
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for (int x = 0; x < width; x++) |
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{ |
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if ((x/checksX + y/checksY) % 2 == 0) pixels[y*width + x] = col1; |
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else pixels[y*width + x] = col2; |
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} |
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} |
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Image image = LoadImageEx(pixels, width, height); |
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free(pixels); |
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return image; |
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} |
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// Generate image: white noise |
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Image GenImageWhiteNoise(int width, int height, float factor) |
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{ |
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Color *pixels = (Color *)malloc(width*height*sizeof(Color)); |
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for (int i = 0; i < width*height; i++) |
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{ |
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if (GetRandomValue(0, 99) < (int)(factor * 100.f)) pixels[i] = WHITE; |
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else pixels[i] = BLACK; |
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} |
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Image image = LoadImageEx(pixels, width, height); |
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free(pixels); |
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return image; |
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} |
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// Generate image: cellular algorithm. Bigger tileSize means bigger cells |
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Image GenImageCellular(int width, int height, int tileSize) |
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{ |
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Color *pixels = (Color*)malloc(width*height*sizeof(Color)); |
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int seeds_per_row = width / tileSize; |
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int seeds_per_col = height / tileSize; |
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int seeds_count = seeds_per_row * seeds_per_col; |
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Vector2* seeds = (Vector2*)malloc(seeds_count * sizeof(Vector2)); |
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for (int i = 0; i < seeds_count; i++) |
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{ |
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int y = (i / seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1); |
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int x = (i % seeds_per_row) * tileSize + GetRandomValue(0, tileSize-1); |
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seeds[i] = (Vector2){x, y}; |
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} |
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for (int y = 0; y < height; y++) |
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{ |
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int tile_y = y / tileSize; |
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for (int x = 0; x < width; x++) |
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{ |
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int tile_x = x / tileSize; |
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float min_distance = strtod("Inf", NULL); |
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// Check all adjacent tiles |
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for (int i = -1; i < 2; i++) |
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{ |
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if (tile_x + i < 0 || tile_x + i >= seeds_per_row) continue; |
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for (int j = -1; j < 2; j++) |
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{ |
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if (tile_y + j < 0 || tile_y + j >= seeds_per_col) continue; |
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Vector2 neighbor_seed = seeds[(tile_y+j) * seeds_per_row + tile_x+i]; |
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float dist = hypot(x - (int)neighbor_seed.x, y - (int)neighbor_seed.y); |
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min_distance = fmin(min_distance, dist); |
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} |
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} |
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// I made this up but it seems to give good results at all tile sizes |
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int intensity = (int)(min_distance * 256.f / tileSize); |
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if (intensity > 255) intensity = 255; |
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Color c = {intensity, intensity, intensity, 255}; |
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pixels[y*width + x] = c; |
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} |
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} |
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free(seeds); |
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Image image = LoadImageEx(pixels, width, height); |
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free(pixels); |
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return image; |
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} |
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// Generate GPU mipmaps for a texture |
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void GenTextureMipmaps(Texture2D *texture) |
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{ |
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@ -2250,4 +2392,4 @@ static Image LoadASTC(const char *fileName) |
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return image; |
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} |
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#endif |
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#endif |