/******************************************************************************************* * * 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 // 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; }