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	* Added image convultion ImageKernelConvolution * comment changes * spelling changes and change to kernel size * removed kernel normalization inside function * fix to formating
		
			
				
	
	
		
			128 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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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) 2015-2023 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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    float sum = 0.0f;
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    for(int i = 0; i < size; i++)
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    {
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        sum += kernel[i]; 
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    }
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    if(sum != 0.0f)
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    {
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        for(int i = 0; i < size; i++)
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        {
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            kernel[i] /= sum; 
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        }
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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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    Image image = LoadImage("resources/cat.png");     // Loaded in CPU memory (RAM)
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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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    float gaussiankernel[] = {1.0, 2.0, 1.0,
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                    2.0, 4.0, 2.0,
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                    1.0, 2.0, 1.0};
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    float sobelkernel[] = {1.0, 0.0, -1.0,
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                    2.0, 0.0, -2.0,
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                    1.0, 0.0, -1.0};
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    float sharpenkernel[] = {0.0, -1.0, 0.0,
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                        -1.0, 5.0, -1.0,
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                        0.0, -1.0, 0.0};
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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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    Texture2D texture = LoadTextureFromImage(image);          // Image converted to texture, GPU memory (VRAM)
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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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    UnloadImage(image);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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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);       // Texture unloading
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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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