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/*******************************************************************************************
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*
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* raylib [textures] example - blend modes
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* Example originally created with raylib 3.5, last time updated with raylib 3.5
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*
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* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2024 Karlo Licudine (@accidentalrebel)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
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Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
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Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
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Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
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// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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UnloadImage(bgImage);
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UnloadImage(fgImage);
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const int blendCountMax = 4;
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BlendMode blendMode = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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{
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if (blendMode >= (blendCountMax - 1)) blendMode = 0;
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else blendMode++;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
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// Apply the blend mode and then draw the foreground texture
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BeginBlendMode(blendMode);
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DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
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EndBlendMode();
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// Draw the texts
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DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);
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switch (blendMode)
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{
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case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
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default: break;
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}
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DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(fgTexture); // Unload foreground texture
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UnloadTexture(bgTexture); // Unload background texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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