/*******************************************************************************************
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*
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* raylib [textures] example - Image processing
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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 1.4, last time updated with raylib 3.5
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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) 2016-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: free()
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#define NUM_PROCESSES 9
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typedef enum {
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NONE = 0,
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COLOR_GRAYSCALE,
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COLOR_TINT,
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COLOR_INVERT,
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COLOR_CONTRAST,
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COLOR_BRIGHTNESS,
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GAUSSIAN_BLUR,
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FLIP_VERTICAL,
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FLIP_HORIZONTAL
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} ImageProcess;
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static const char *processText[] = {
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"NO PROCESSING",
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"COLOR GRAYSCALE",
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"COLOR TINT",
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"COLOR INVERT",
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"COLOR CONTRAST",
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"COLOR BRIGHTNESS",
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"GAUSSIAN BLUR",
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"FLIP VERTICAL",
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"FLIP HORIZONTAL"
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};
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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 - image processing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
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ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
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Image imCopy = ImageCopy(imOrigin);
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int currentProcess = NONE;
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bool textureReload = false;
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Rectangle toggleRecs[NUM_PROCESSES] = { 0 };
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int mouseHoverRec = -1;
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for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
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SetTargetFPS(60);
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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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// Update
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//----------------------------------------------------------------------------------
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// Mouse toggle group logic
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for (int i = 0; i < NUM_PROCESSES; i++)
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{
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if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i]))
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{
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mouseHoverRec = i;
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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currentProcess = i;
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textureReload = true;
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}
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break;
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}
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else mouseHoverRec = -1;
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}
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// Keyboard toggle group logic
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if (IsKeyPressed(KEY_DOWN))
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{
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currentProcess++;
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if (currentProcess > (NUM_PROCESSES - 1)) currentProcess = 0;
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textureReload = true;
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}
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else if (IsKeyPressed(KEY_UP))
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{
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currentProcess--;
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if (currentProcess < 0) currentProcess = 7;
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textureReload = true;
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}
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// Reload texture when required
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if (textureReload)
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{
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UnloadImage(imCopy); // Unload image-copy data
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imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin
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// NOTE: Image processing is a costly CPU process to be done every frame,
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// If image processing is required in a frame-basis, it should be done
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// with a texture and by shaders
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switch (currentProcess)
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{
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case COLOR_GRAYSCALE: ImageColorGrayscale(&imCopy); break;
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case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break;
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case COLOR_INVERT: ImageColorInvert(&imCopy); break;
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case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break;
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case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break;
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case GAUSSIAN_BLUR: ImageBlurGaussian(&imCopy, 10); break;
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case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break;
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case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break;
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default: break;
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}
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Color *pixels = LoadImageColors(imCopy); // Load pixel data from image (RGBA 32bit)
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UpdateTexture(texture, pixels); // Update texture with new image data
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UnloadImageColors(pixels); // Unload pixels data from RAM
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textureReload = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
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// Draw rectangles
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for (int i = 0; i < NUM_PROCESSES; i++)
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{
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DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
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DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
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DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
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}
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DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
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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(texture); // Unload texture from VRAM
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UnloadImage(imOrigin); // Unload image-origin from RAM
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UnloadImage(imCopy); // Unload image-copy from RAM
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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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