Update C sources, add new functions and rename package to
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391c25482d
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08aa518a46
156 changed files with 34542 additions and 19573 deletions
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@ -8,56 +8,56 @@ func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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raylib.InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data")
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rl.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 (384x512, 32bit RGBA, no file header)
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fudesumiRaw := raylib.LoadImageRaw("texture_formats/fudesumi.raw", 384, 512, raylib.UncompressedR8g8b8a8, 0)
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fudesumi := raylib.LoadTextureFromImage(fudesumiRaw) // Upload CPU (RAM) image to GPU (VRAM)
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raylib.UnloadImage(fudesumiRaw) // Unload CPU (RAM) image data
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fudesumiRaw := rl.LoadImageRaw("texture_formats/fudesumi.raw", 384, 512, rl.UncompressedR8g8b8a8, 0)
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fudesumi := rl.LoadTextureFromImage(fudesumiRaw) // Upload CPU (RAM) image to GPU (VRAM)
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rl.UnloadImage(fudesumiRaw) // Unload CPU (RAM) image data
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// Generate a checked texture by code (1024x1024 pixels)
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width := 1024
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height := 1024
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// Dynamic memory allocation to store pixels data (Color type)
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pixels := make([]raylib.Color, width*height)
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pixels := make([]rl.Color, width*height)
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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if ((x/32+y/32)/1)%2 == 0 {
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pixels[y*height+x] = raylib.Orange
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pixels[y*height+x] = rl.Orange
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} else {
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pixels[y*height+x] = raylib.Gold
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pixels[y*height+x] = rl.Gold
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}
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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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checkedIm := raylib.LoadImageEx(pixels, int32(width), int32(height))
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checked := raylib.LoadTextureFromImage(checkedIm)
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raylib.UnloadImage(checkedIm) // Unload CPU (RAM) image data
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checkedIm := rl.LoadImageEx(pixels, int32(width), int32(height))
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checked := rl.LoadTextureFromImage(checkedIm)
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rl.UnloadImage(checkedIm) // Unload CPU (RAM) image data
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raylib.SetTargetFPS(60)
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rl.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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raylib.BeginDrawing()
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for !rl.WindowShouldClose() {
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rl.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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rl.ClearBackground(rl.RayWhite)
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raylib.DrawTexture(checked, screenWidth/2-checked.Width/2, screenHeight/2-checked.Height/2, raylib.Fade(raylib.White, 0.5))
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raylib.DrawTexture(fudesumi, 430, -30, raylib.White)
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rl.DrawTexture(checked, screenWidth/2-checked.Width/2, screenHeight/2-checked.Height/2, rl.Fade(rl.White, 0.5))
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rl.DrawTexture(fudesumi, 430, -30, rl.White)
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raylib.DrawText("CHECKED TEXTURE ", 84, 100, 30, raylib.Brown)
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raylib.DrawText("GENERATED by CODE", 72, 164, 30, raylib.Brown)
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raylib.DrawText("and RAW IMAGE LOADING", 46, 226, 30, raylib.Brown)
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rl.DrawText("CHECKED TEXTURE ", 84, 100, 30, rl.Brown)
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rl.DrawText("GENERATED by CODE", 72, 164, 30, rl.Brown)
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rl.DrawText("and RAW IMAGE LOADING", 46, 226, 30, rl.Brown)
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raylib.EndDrawing()
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rl.EndDrawing()
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}
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raylib.UnloadTexture(fudesumi) // Texture unloading
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raylib.UnloadTexture(checked) // Texture unloading
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rl.UnloadTexture(fudesumi) // Texture unloading
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rl.UnloadTexture(checked) // Texture unloading
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raylib.CloseWindow()
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rl.CloseWindow()
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}
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