|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [textures] example - extract channel from image | 
						
						
							|  | * | 
						
						
							|  | *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Bruno Cabral (@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) 2024-2025 Bruno Cabral (@brccabral) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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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 - extract channel from image"); | 
						
						
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							|  |     Image fudesumiImage = LoadImage("resources/fudesumi.png"); | 
						
						
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							|  |     Image imageAlpha = ImageFromChannel(fudesumiImage, 3); | 
						
						
							|  |     ImageAlphaMask(&imageAlpha, imageAlpha); | 
						
						
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							|  |     Image imageRed = ImageFromChannel(fudesumiImage, 0); | 
						
						
							|  |     ImageAlphaMask(&imageRed, imageAlpha); | 
						
						
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							|  |     Image imageGreen = ImageFromChannel(fudesumiImage, 1); | 
						
						
							|  |     ImageAlphaMask(&imageGreen, imageAlpha); | 
						
						
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							|  |     Image imageBlue = ImageFromChannel(fudesumiImage, 2); | 
						
						
							|  |     ImageAlphaMask(&imageBlue, imageAlpha); | 
						
						
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							|  |     Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW); | 
						
						
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							|  |     Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage); | 
						
						
							|  |     Texture2D textureAlpha = LoadTextureFromImage(imageAlpha); | 
						
						
							|  |     Texture2D textureRed = LoadTextureFromImage(imageRed); | 
						
						
							|  |     Texture2D textureGreen = LoadTextureFromImage(imageGreen); | 
						
						
							|  |     Texture2D textureBlue = LoadTextureFromImage(imageBlue); | 
						
						
							|  |     Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage); | 
						
						
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							|  |     UnloadImage(fudesumiImage); | 
						
						
							|  |     UnloadImage(imageAlpha); | 
						
						
							|  |     UnloadImage(imageRed); | 
						
						
							|  |     UnloadImage(imageGreen); | 
						
						
							|  |     UnloadImage(imageBlue); | 
						
						
							|  |     UnloadImage(backgroundImage); | 
						
						
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							|  |     Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height}; | 
						
						
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							|  |     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 }; | 
						
						
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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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // Nothing to update... | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             DrawTexture(backgroundTexture, 0, 0, WHITE); | 
						
						
							|  |             DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE); | 
						
						
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							|  |             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); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadTexture(backgroundTexture); | 
						
						
							|  |     UnloadTexture(fudesumiTexture); | 
						
						
							|  |     UnloadTexture(textureRed); | 
						
						
							|  |     UnloadTexture(textureGreen); | 
						
						
							|  |     UnloadTexture(textureBlue); | 
						
						
							|  |     UnloadTexture(textureAlpha); | 
						
						
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							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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