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Update/merge examples back into main repo (#192)
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114
Examples/Textures/RawData.cs
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114
Examples/Textures/RawData.cs
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/*******************************************************************************************
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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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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class RawData
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{
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public unsafe static int Main()
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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(
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"resources/fudesumi.raw",
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384,
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512,
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PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
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0
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);
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);
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UnloadImage(fudesumiRaw);
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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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// Store pixel data
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Color* pixels = (Color*)Raylib.MemAlloc(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)
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{
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pixels[y * width + x] = Color.ORANGE;
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}
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else
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{
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pixels[y * width + x] = Color.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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Image checkedIm = new Image
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{
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Data = pixels,
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Width = width,
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Height = height,
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Format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
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Mipmaps = 1,
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};
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Texture2D checkedTex = LoadTextureFromImage(checkedIm);
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Raylib.MemFree(pixels);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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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(Color.RAYWHITE);
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int x = screenWidth / 2 - checkedTex.Width / 2;
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int y = screenHeight / 2 - checkedTex.Height / 2;
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DrawTexture(checkedTex, x, y, ColorAlpha(Color.WHITE, 0.5f));
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DrawTexture(fudesumi, 430, -30, Color.WHITE);
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DrawText("CHECKED TEXTURE ", 84, 85, 30, Color.BROWN);
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DrawText("GENERATED by CODE", 72, 148, 30, Color.BROWN);
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DrawText("and RAW IMAGE LOADING", 46, 210, 30, Color.BROWN);
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, Color.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);
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UnloadTexture(checkedTex);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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