| /******************************************************************************************* | |
| * | |
| *   raylib [textures] example - Image processing | |
| * | |
| *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) | |
| * | |
| *   This example has been created using raylib 1.4 (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Copyright (c) 2016 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| #include <stdlib.h>     // Required for: free() | |
|  | |
| #define NUM_PROCESSES    8 | |
|  | |
| typedef enum {  | |
|     NONE = 0,  | |
|     COLOR_GRAYSCALE,  | |
|     COLOR_TINT,  | |
|     COLOR_INVERT,  | |
|     COLOR_CONTRAST,  | |
|     COLOR_BRIGHTNESS,  | |
|     FLIP_VERTICAL,  | |
|     FLIP_HORIZONTAL  | |
| } ImageProcess; | |
| 
 | |
| static const char *processText[] = { | |
|     "NO PROCESSING", | |
|     "COLOR GRAYSCALE", | |
|     "COLOR TINT", | |
|     "COLOR INVERT", | |
|     "COLOR CONTRAST", | |
|     "COLOR BRIGHTNESS", | |
|     "FLIP VERTICAL", | |
|     "FLIP HORIZONTAL" | |
| }; | |
| 
 | |
| int main() | |
| { | |
|     // Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     int screenWidth = 800; | |
|     int screenHeight = 450; | |
| 
 | |
|     InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing"); | |
| 
 | |
|     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) | |
|  | |
|     Image image = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM) | |
|     ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE | |
|     Texture2D texture = LoadTextureFromImage(image);    // Image converted to texture, GPU memory (VRAM) | |
|  | |
|     int currentProcess = NONE; | |
|     bool textureReload = false; | |
| 
 | |
|     Rectangle selectRecs[NUM_PROCESSES]; | |
|      | |
|     for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f }; | |
|      | |
|     SetTargetFPS(60); | |
|     //--------------------------------------------------------------------------------------- | |
|  | |
|     // Main game loop | |
|     while (!WindowShouldClose())    // Detect window close button or ESC key | |
|     { | |
|         // Update | |
|         //---------------------------------------------------------------------------------- | |
|         if (IsKeyPressed(KEY_DOWN)) | |
|         { | |
|             currentProcess++; | |
|             if (currentProcess > 7) currentProcess = 0; | |
|             textureReload = true; | |
|         } | |
|         else if (IsKeyPressed(KEY_UP)) | |
|         { | |
|             currentProcess--; | |
|             if (currentProcess < 0) currentProcess = 7; | |
|             textureReload = true; | |
|         } | |
|          | |
|         if (textureReload) | |
|         { | |
|             UnloadImage(image);                         // Unload current image data | |
|             image = LoadImage("resources/parrots.png"); // Re-load image data | |
|  | |
|             // NOTE: Image processing is a costly CPU process to be done every frame,  | |
|             // If image processing is required in a frame-basis, it should be done  | |
|             // with a texture and by shaders | |
|             switch (currentProcess) | |
|             { | |
|                 case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break; | |
|                 case COLOR_TINT: ImageColorTint(&image, GREEN); break; | |
|                 case COLOR_INVERT: ImageColorInvert(&image); break; | |
|                 case COLOR_CONTRAST: ImageColorContrast(&image, -40); break; | |
|                 case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break; | |
|                 case FLIP_VERTICAL: ImageFlipVertical(&image); break; | |
|                 case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break; | |
|                 default: break; | |
|             } | |
|              | |
|             Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit) | |
|             UpdateTexture(texture, pixels);             // Update texture with new image data | |
|             free(pixels);                               // Unload pixels data from RAM | |
|              | |
|             textureReload = false; | |
|         } | |
|         //---------------------------------------------------------------------------------- | |
|  | |
|         // Draw | |
|         //---------------------------------------------------------------------------------- | |
|         BeginDrawing(); | |
| 
 | |
|             ClearBackground(RAYWHITE); | |
|              | |
|             DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY); | |
|              | |
|             // Draw rectangles | |
|             for (int i = 0; i < NUM_PROCESSES; i++) | |
|             { | |
|                 DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY); | |
|                 DrawRectangleLines((int)selectRecs[i].x, (int) selectRecs[i].y, (int) selectRecs[i].width, (int) selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY); | |
|                 DrawText( processText[i], (int)( selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY); | |
|             } | |
| 
 | |
|             DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE); | |
|             DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK); | |
|              | |
|         EndDrawing(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| 
 | |
|     // De-Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     UnloadTexture(texture);       // Unload texture from VRAM | |
|     UnloadImage(image);           // Unload image from RAM | |
|  | |
|     CloseWindow();                // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     return 0; | |
| } |