|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [textures] example - blend modes | 
						
						
							|  | * | 
						
						
							|  | *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 3.5, last time updated with raylib 3.5 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Karlo Licudine (@accidentalrebel) 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) 2020-2024 Karlo Licudine (@accidentalrebel) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes"); | 
						
						
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							|  |     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) | 
						
						
							|  |     Image bgImage = LoadImage("resources/cyberpunk_street_background.png");     // Loaded in CPU memory (RAM) | 
						
						
							|  |     Texture2D bgTexture = LoadTextureFromImage(bgImage);          // Image converted to texture, GPU memory (VRAM) | 
						
						
							|  |  | 
						
						
							|  |     Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png");     // Loaded in CPU memory (RAM) | 
						
						
							|  |     Texture2D fgTexture = LoadTextureFromImage(fgImage);          // Image converted to texture, GPU memory (VRAM) | 
						
						
							|  |  | 
						
						
							|  |     // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM | 
						
						
							|  |     UnloadImage(bgImage); | 
						
						
							|  |     UnloadImage(fgImage); | 
						
						
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							|  |     const int blendCountMax = 4; | 
						
						
							|  |     BlendMode blendMode = 0; | 
						
						
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							|  |     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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         if (IsKeyPressed(KEY_SPACE)) | 
						
						
							|  |         { | 
						
						
							|  |             if (blendMode >= (blendCountMax - 1)) blendMode = 0; | 
						
						
							|  |             else blendMode++; | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE); | 
						
						
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							|  |             // Apply the blend mode and then draw the foreground texture | 
						
						
							|  |             BeginBlendMode(blendMode); | 
						
						
							|  |                 DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE); | 
						
						
							|  |             EndBlendMode(); | 
						
						
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							|  |             // Draw the texts | 
						
						
							|  |             DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY); | 
						
						
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							|  |             switch (blendMode) | 
						
						
							|  |             { | 
						
						
							|  |                 case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break; | 
						
						
							|  |                 case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break; | 
						
						
							|  |                 case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break; | 
						
						
							|  |                 case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break; | 
						
						
							|  |                 default: break; | 
						
						
							|  |             } | 
						
						
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							|  |             DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadTexture(fgTexture); // Unload foreground texture | 
						
						
							|  |     UnloadTexture(bgTexture); // Unload background texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();            // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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