convert submodules to normal folders for now
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raylib/examples/textures/textures_image_drawing.c
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raylib/examples/textures/textures_image_drawing.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Image loading and drawing on it
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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 1.4
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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) 2016-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
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ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
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ImageFlipHorizontal(&cat); // Flip cropped image horizontally
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ImageResize(&cat, 150, 200); // Resize flipped-cropped image
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Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
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// Draw one image over the other with a scaling of 1.5f
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ImageDraw(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
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ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
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// Draw on the image with a few image draw methods
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ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
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ImageDrawCircleLines(&parrots, 10, 10, 5, RAYWHITE);
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ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
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UnloadImage(cat); // Unload image from RAM
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// Load custom font for drawing on image
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Font font = LoadFont("resources/custom_jupiter_crash.png");
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// Draw over image using custom font
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ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, (float)font.baseSize, -2, WHITE);
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UnloadFont(font); // Unload custom font (already drawn used on image)
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Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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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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// TODO: Update your variables here
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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(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
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DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
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DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
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DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
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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); // Texture unloading
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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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