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/*******************************************************************************************
*
* raylib [textures] example - Image loading and texture creation
*
* 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 1.3
*
* 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 Karim Salem (@kimo-s)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
void NormalizeKernel(float *kernel, int size)
{
float sum = 0.0f;
for (int i = 0; i < size; i++) sum += kernel[i];
if (sum != 0.0f)
{
for (int i = 0; i < size; i++) kernel[i] /= sum;
}
}
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image convolution");
Image image = LoadImage("resources/cat.png"); // Loaded in CPU memory (RAM)
float gaussiankernel[] = {
1.0f, 2.0f, 1.0f,
2.0f, 4.0f, 2.0f,
1.0f, 2.0f, 1.0f };
float sobelkernel[] = {
1.0f, 0.0f, -1.0f,
2.0f, 0.0f, -2.0f,
1.0f, 0.0f, -1.0f };
float sharpenkernel[] = {
0.0f, -1.0f, 0.0f,
-1.0f, 5.0f, -1.0f,
0.0f, -1.0f, 0.0f };
NormalizeKernel(gaussiankernel, 9);
NormalizeKernel(sharpenkernel, 9);
NormalizeKernel(sobelkernel, 9);
Image catSharpend = ImageCopy(image);
ImageKernelConvolution(&catSharpend, sharpenkernel, 9);
Image catSobel = ImageCopy(image);
ImageKernelConvolution(&catSobel, sobelkernel, 9);
Image catGaussian = ImageCopy(image);
for (int i = 0; i < 6; i++)
{
ImageKernelConvolution(&catGaussian, gaussiankernel, 9);
}
ImageCrop(&image, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catGaussian, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catSobel, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catSharpend, (Rectangle){ 0, 0, (float)200, (float)450 });
// Images converted to texture, GPU memory (VRAM)
Texture2D texture = LoadTextureFromImage(image);
Texture2D catSharpendTexture = LoadTextureFromImage(catSharpend);
Texture2D catSobelTexture = LoadTextureFromImage(catSobel);
Texture2D catGaussianTexture = LoadTextureFromImage(catGaussian);
// Once images have been converted to texture and uploaded to VRAM,
// they can be unloaded from RAM
UnloadImage(image);
UnloadImage(catGaussian);
UnloadImage(catSobel);
UnloadImage(catSharpend);
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(catSharpendTexture, 0, 0, WHITE);
DrawTexture(catSobelTexture, 200, 0, WHITE);
DrawTexture(catGaussianTexture, 400, 0, WHITE);
DrawTexture(texture, 600, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
UnloadTexture(catGaussianTexture);
UnloadTexture(catSobelTexture);
UnloadTexture(catSharpendTexture);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}