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https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
103 lines
4.1 KiB
C
103 lines
4.1 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Procedural images generation
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2O17-2021 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_TEXTURES 6 // Currently we have 7 generation algorithms
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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 - procedural images generation");
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Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
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Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
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Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
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Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
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Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
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Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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Texture2D textures[NUM_TEXTURES] = { 0 };
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textures[0] = LoadTextureFromImage(verticalGradient);
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textures[1] = LoadTextureFromImage(horizontalGradient);
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textures[2] = LoadTextureFromImage(radialGradient);
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textures[3] = LoadTextureFromImage(checked);
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textures[4] = LoadTextureFromImage(whiteNoise);
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textures[5] = LoadTextureFromImage(cellular);
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// Unload image data (CPU RAM)
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UnloadImage(verticalGradient);
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UnloadImage(horizontalGradient);
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UnloadImage(radialGradient);
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UnloadImage(checked);
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UnloadImage(whiteNoise);
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UnloadImage(cellular);
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int currentTexture = 0;
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
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{
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currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
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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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DrawTexture(textures[currentTexture], 0, 0, WHITE);
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DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
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switch(currentTexture)
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{
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case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
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case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
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case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
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case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
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case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
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case 5: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
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default: break;
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}
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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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// Unload textures data (GPU VRAM)
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for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
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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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