|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [textures] example - image generation | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 1.8, last time updated with raylib 1.8 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Wilhem Barbier (@nounoursheureux) and reviewed by Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   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) 2017-2025 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define NUM_TEXTURES  9      // Currently we have 8 generation algorithms but some have multiple purposes (Linear and Square Gradients) | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image generation"); | 
						
						
							|  | 
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							|  |     Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, RED, BLUE); | 
						
						
							|  |     Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, RED, BLUE); | 
						
						
							|  |     Image diagonalGradient = GenImageGradientLinear(screenWidth, screenHeight, 45, RED, BLUE); | 
						
						
							|  |     Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK); | 
						
						
							|  |     Image squareGradient = GenImageGradientSquare(screenWidth, screenHeight, 0.0f, WHITE, BLACK); | 
						
						
							|  |     Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE); | 
						
						
							|  |     Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f); | 
						
						
							|  |     Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f); | 
						
						
							|  |     Image cellular = GenImageCellular(screenWidth, screenHeight, 32); | 
						
						
							|  | 
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							|  |     Texture2D textures[NUM_TEXTURES] = { 0 }; | 
						
						
							|  | 
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							|  |     textures[0] = LoadTextureFromImage(verticalGradient); | 
						
						
							|  |     textures[1] = LoadTextureFromImage(horizontalGradient); | 
						
						
							|  |     textures[2] = LoadTextureFromImage(diagonalGradient); | 
						
						
							|  |     textures[3] = LoadTextureFromImage(radialGradient); | 
						
						
							|  |     textures[4] = LoadTextureFromImage(squareGradient); | 
						
						
							|  |     textures[5] = LoadTextureFromImage(checked); | 
						
						
							|  |     textures[6] = LoadTextureFromImage(whiteNoise); | 
						
						
							|  |     textures[7] = LoadTextureFromImage(perlinNoise); | 
						
						
							|  |     textures[8] = LoadTextureFromImage(cellular); | 
						
						
							|  | 
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							|  |     // Unload image data (CPU RAM) | 
						
						
							|  |     UnloadImage(verticalGradient); | 
						
						
							|  |     UnloadImage(horizontalGradient); | 
						
						
							|  |     UnloadImage(diagonalGradient); | 
						
						
							|  |     UnloadImage(radialGradient); | 
						
						
							|  |     UnloadImage(squareGradient); | 
						
						
							|  |     UnloadImage(checked); | 
						
						
							|  |     UnloadImage(whiteNoise); | 
						
						
							|  |     UnloadImage(perlinNoise); | 
						
						
							|  |     UnloadImage(cellular); | 
						
						
							|  | 
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							|  |     int currentTexture = 0; | 
						
						
							|  | 
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							|  |     SetTargetFPS(60); | 
						
						
							|  |     //--------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose()) | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT)) | 
						
						
							|  |         { | 
						
						
							|  |             currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             DrawTexture(textures[currentTexture], 0, 0, WHITE); | 
						
						
							|  | 
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							|  |             DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f)); | 
						
						
							|  |             DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f)); | 
						
						
							|  |             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE); | 
						
						
							|  | 
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							|  |             switch (currentTexture) | 
						
						
							|  |             { | 
						
						
							|  |                 case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break; | 
						
						
							|  |                 case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break; | 
						
						
							|  |                 case 2: DrawText("DIAGONAL GRADIENT", 540, 10, 20, RAYWHITE); break; | 
						
						
							|  |                 case 3: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break; | 
						
						
							|  |                 case 4: DrawText("SQUARE GRADIENT", 580, 10, 20, LIGHTGRAY); break; | 
						
						
							|  |                 case 5: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break; | 
						
						
							|  |                 case 6: DrawText("WHITE NOISE", 640, 10, 20, RED); break; | 
						
						
							|  |                 case 7: DrawText("PERLIN NOISE", 640, 10, 20, RED); break; | 
						
						
							|  |                 case 8: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break; | 
						
						
							|  |                 default: break; | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Unload textures data (GPU VRAM) | 
						
						
							|  |     for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]); | 
						
						
							|  | 
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							|  |     CloseWindow();                // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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