convert submodules to normal folders for now
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raylib/examples/textures/textures_raw_data.c
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raylib/examples/textures/textures_raw_data.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Load textures from raw data
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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 3.5
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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 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc() and free()
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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 - texture from raw data");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// Load RAW image data (512x512, 32bit RGBA, no file header)
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Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code
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int width = 960;
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int height = 480;
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// Dynamic memory allocation to store pixels data (Color type)
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Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
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else pixels[y*width + x] = GOLD;
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}
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}
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// Load pixels data into an image structure and create texture
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Image checkedIm = {
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.data = pixels, // We can assign pixels directly to data
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.width = width,
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.height = height,
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.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
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.mipmaps = 1
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};
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Texture2D checked = LoadTextureFromImage(checkedIm);
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UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
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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(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
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DrawTexture(fudesumi, 430, -30, WHITE);
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DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
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DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
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DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
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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(fudesumi); // Texture unloading
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UnloadTexture(checked); // 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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