Review contributed examples

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Ray 2020-11-01 13:39:48 +01:00
parent 5f79ad9765
commit 8e15dae5ed
9 changed files with 129 additions and 145 deletions

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*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 3.0 (www.raylib.com)
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Karlo Licudine (@accidentalrebel)
*
********************************************************************************************/
@ -15,86 +17,77 @@
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(bgImage);
UnloadImage(fgImage);
// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(bgImage);
UnloadImage(fgImage);
const int blendCountMax = 4;
BlendMode blendMode = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
int key = GetKeyPressed();
if ((key >= 32) && (key <= 126))
{
if ( blendMode >= blendCountMax - 1 )
blendMode = 0;
else
blendMode++;
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
const int blendCountMax = 4;
BlendMode blendMode = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
if (blendMode >= (blendCountMax - 1)) blendMode = 0;
else blendMode++;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
BeginBlendMode(BLEND_ALPHA);
DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
EndBlendMode();
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);
switch (blendMode)
{
case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
default: break;
}
DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
// Draw the texts
DrawText("Press any key to change blend modes.", 310, 350, 10, GRAY);
switch ( blendMode )
{
case BLEND_ALPHA:
DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY);
break;
case BLEND_ADDITIVE:
DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY);
break;
case BLEND_MULTIPLIED:
DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY);
break;
case BLEND_ADD_COLORS:
DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY);
break;
}
DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fgTexture); // Unload foreground texture
UnloadTexture(bgTexture); // Unload background texture
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fgTexture); // Unload foreground texture
UnloadTexture(bgTexture); // Unload background texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}