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			107 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			4.3 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 Wilhem Barbier (@nounoursheureux)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_TEXTURES  7      // 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 perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
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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(perlinNoise);
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    textures[6] = 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(perlinNoise);
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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_LEFT_BUTTON) || 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("PERLIN NOISE", 630, 10, 20, RAYWHITE); break;
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                case 6: 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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