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/*******************************************************************************************
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*
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* raylib [textures] example - Retrive image channel (mask)
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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 5.1-dev, last time updated with raylib 5.1-dev
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*
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* Example contributed by Bruno Cabral (github.com/brccabral) 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) 2024-2024 Bruno Cabral (github.com/brccabral) and Ramon Santamaria (@raysan5)
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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 - extract channel from image");
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Image fudesumiImage = LoadImage("resources/fudesumi.png");
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Image imageAlpha = ImageFromChannel(fudesumiImage, 3);
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ImageAlphaMask(&imageAlpha, imageAlpha);
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Image imageRed = ImageFromChannel(fudesumiImage, 0);
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ImageAlphaMask(&imageRed, imageAlpha);
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Image imageGreen = ImageFromChannel(fudesumiImage, 1);
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ImageAlphaMask(&imageGreen, imageAlpha);
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Image imageBlue = ImageFromChannel(fudesumiImage, 2);
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ImageAlphaMask(&imageBlue, imageAlpha);
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Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
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Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
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Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
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Texture2D textureRed = LoadTextureFromImage(imageRed);
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Texture2D textureGreen = LoadTextureFromImage(imageGreen);
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Texture2D textureBlue = LoadTextureFromImage(imageBlue);
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Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
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UnloadImage(fudesumiImage);
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UnloadImage(imageAlpha);
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UnloadImage(imageRed);
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UnloadImage(imageGreen);
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UnloadImage(imageBlue);
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UnloadImage(backgroundImage);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
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Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
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Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
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Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
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Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
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Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
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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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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DrawTexture(backgroundTexture, 0, 0, WHITE);
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DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE);
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DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED);
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DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN);
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DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE);
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DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE);
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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(backgroundTexture);
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UnloadTexture(fudesumiTexture);
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UnloadTexture(textureRed);
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UnloadTexture(textureGreen);
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UnloadTexture(textureBlue);
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UnloadTexture(textureAlpha);
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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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