/******************************************************************************************* * * raylib [textures] example - Procedural images generation * * Example originally created with raylib 1.8, last time updated with raylib 1.8 * * 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) 2O17-2023 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define NUM_TEXTURES 6 // Currently we have 7 generation algorithms //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation"); Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE); Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE); Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK); Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE); Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f); Image cellular = GenImageCellular(screenWidth, screenHeight, 32); Texture2D textures[NUM_TEXTURES] = { 0 }; textures[0] = LoadTextureFromImage(verticalGradient); textures[1] = LoadTextureFromImage(horizontalGradient); textures[2] = LoadTextureFromImage(radialGradient); textures[3] = LoadTextureFromImage(checked); textures[4] = LoadTextureFromImage(whiteNoise); textures[5] = LoadTextureFromImage(cellular); // Unload image data (CPU RAM) UnloadImage(verticalGradient); UnloadImage(horizontalGradient); UnloadImage(radialGradient); UnloadImage(checked); UnloadImage(whiteNoise); UnloadImage(cellular); int currentTexture = 0; SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT)) { currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawTexture(textures[currentTexture], 0, 0, WHITE); DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE); switch(currentTexture) { case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break; case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break; case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break; case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break; case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break; case 5: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break; default: break; } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload textures data (GPU VRAM) for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }