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			99 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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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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*   This example has been created using raylib 1.3 (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) 2015 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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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, 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 = 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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    //---------------------------------------------------------------------------------------
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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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} |