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/*******************************************************************************************
*
* raylib [textures] example - Retrive image channel (mask)
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev
*
* Example contributed by Bruno Cabral (github.com/brccabral) 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) 2024-2024 Bruno Cabral (github.com/brccabral) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image");
Image fudesumiImage = LoadImage("resources/fudesumi.png");
Image imageAlpha = ImageFromChannel(fudesumiImage, 3);
ImageAlphaMask(&imageAlpha, imageAlpha);
Image imageRed = ImageFromChannel(fudesumiImage, 0);
ImageAlphaMask(&imageRed, imageAlpha);
Image imageGreen = ImageFromChannel(fudesumiImage, 1);
ImageAlphaMask(&imageGreen, imageAlpha);
Image imageBlue = ImageFromChannel(fudesumiImage, 2);
ImageAlphaMask(&imageBlue, imageAlpha);
Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
Texture2D textureRed = LoadTextureFromImage(imageRed);
Texture2D textureGreen = LoadTextureFromImage(imageGreen);
Texture2D textureBlue = LoadTextureFromImage(imageBlue);
Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
UnloadImage(fudesumiImage);
UnloadImage(imageAlpha);
UnloadImage(imageRed);
UnloadImage(imageGreen);
UnloadImage(imageBlue);
UnloadImage(backgroundImage);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
DrawTexture(backgroundTexture, 0, 0, WHITE);
DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE);
DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED);
DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN);
DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE);
DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(backgroundTexture);
UnloadTexture(fudesumiTexture);
UnloadTexture(textureRed);
UnloadTexture(textureGreen);
UnloadTexture(textureBlue);
UnloadTexture(textureAlpha);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}