convert submodules to normal folders for now
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raylib/examples/textures/textures_image_kernel.c
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raylib/examples/textures/textures_image_kernel.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Image loading and texture creation
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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 1.3, last time updated with raylib 1.3
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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) 2015-2024 Karim Salem (@kimo-s)
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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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void NormalizeKernel(float *kernel, int size)
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{
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float sum = 0.0f;
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for (int i = 0; i < size; i++) sum += kernel[i];
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if (sum != 0.0f)
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{
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for (int i = 0; i < size; i++) kernel[i] /= sum;
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}
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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 convolution");
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Image image = LoadImage("resources/cat.png"); // Loaded in CPU memory (RAM)
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float gaussiankernel[] = {
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1.0f, 2.0f, 1.0f,
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2.0f, 4.0f, 2.0f,
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1.0f, 2.0f, 1.0f };
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float sobelkernel[] = {
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1.0f, 0.0f, -1.0f,
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2.0f, 0.0f, -2.0f,
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1.0f, 0.0f, -1.0f };
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float sharpenkernel[] = {
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0.0f, -1.0f, 0.0f,
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-1.0f, 5.0f, -1.0f,
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0.0f, -1.0f, 0.0f };
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NormalizeKernel(gaussiankernel, 9);
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NormalizeKernel(sharpenkernel, 9);
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NormalizeKernel(sobelkernel, 9);
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Image catSharpend = ImageCopy(image);
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ImageKernelConvolution(&catSharpend, sharpenkernel, 9);
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Image catSobel = ImageCopy(image);
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ImageKernelConvolution(&catSobel, sobelkernel, 9);
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Image catGaussian = ImageCopy(image);
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for (int i = 0; i < 6; i++)
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{
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ImageKernelConvolution(&catGaussian, gaussiankernel, 9);
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}
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ImageCrop(&image, (Rectangle){ 0, 0, (float)200, (float)450 });
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ImageCrop(&catGaussian, (Rectangle){ 0, 0, (float)200, (float)450 });
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ImageCrop(&catSobel, (Rectangle){ 0, 0, (float)200, (float)450 });
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ImageCrop(&catSharpend, (Rectangle){ 0, 0, (float)200, (float)450 });
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// Images converted to texture, GPU memory (VRAM)
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Texture2D texture = LoadTextureFromImage(image);
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Texture2D catSharpendTexture = LoadTextureFromImage(catSharpend);
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Texture2D catSobelTexture = LoadTextureFromImage(catSobel);
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Texture2D catGaussianTexture = LoadTextureFromImage(catGaussian);
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// Once images have been converted to texture and uploaded to VRAM,
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// they can be unloaded from RAM
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UnloadImage(image);
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UnloadImage(catGaussian);
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UnloadImage(catSobel);
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UnloadImage(catSharpend);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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(catSharpendTexture, 0, 0, WHITE);
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DrawTexture(catSobelTexture, 200, 0, WHITE);
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DrawTexture(catGaussianTexture, 400, 0, WHITE);
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DrawTexture(texture, 600, 0, WHITE);
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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);
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UnloadTexture(catGaussianTexture);
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UnloadTexture(catSobelTexture);
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UnloadTexture(catSharpendTexture);
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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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