Review some formatting for consistency
This commit is contained in:
parent
5f0f87ecce
commit
6589c808b5
5 changed files with 87 additions and 61 deletions
|
@ -2,28 +2,29 @@
|
|||
*
|
||||
* raylib [textures] example - Procedural images generation
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2O17 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
|
||||
#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
|
||||
SetTargetFPS(60);
|
||||
|
||||
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
|
||||
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
|
||||
Image radialGradient = GenImageRadialGradient(screenWidth, screenHeight, 0.f, WHITE, BLACK);
|
||||
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.f, WHITE, BLACK);
|
||||
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
|
||||
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
|
||||
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f);
|
||||
|
@ -39,20 +40,37 @@ int main()
|
|||
textures[6] = LoadTextureFromImage(cellular);
|
||||
|
||||
int currentTexture = 0;
|
||||
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(textures[currentTexture], 0, 0, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload image data (CPU RAM)
|
||||
UnloadImage(verticalGradient);
|
||||
UnloadImage(horizontalGradient);
|
||||
UnloadImage(radialGradient);
|
||||
|
@ -60,10 +78,12 @@ int main()
|
|||
UnloadImage(whiteNoise);
|
||||
UnloadImage(perlinNoise);
|
||||
UnloadImage(cellular);
|
||||
for (int i = 0; i < TEXTURES_NUM; i++) // unload the textures
|
||||
{
|
||||
UnloadTexture(textures[i]);
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
|
||||
// Unload textures data (GPU VRAM)
|
||||
for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
BIN
examples/textures/textures_image_generation.png
Normal file
BIN
examples/textures/textures_image_generation.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 217 KiB |
Loading…
Add table
Add a link
Reference in a new issue