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raylib-cs/Examples/Textures/ImageProcessing.cs
2026-07-07 23:29:25 +02:00

254 lines
8.4 KiB
C#

/*******************************************************************************************
*
* raylib [textures] example - image processing
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.4, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public partial class ImageProcessing : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public const int NumProcesses = 9;
public string Name => "Textures / Image Processing";
public string Title => "raylib [textures] example - image processing";
private enum ImageProcess
{
None = 0,
ColorGrayScale,
ColorTint,
ColorInvert,
ColorContrast,
ColorBrightness,
GaussianBlur,
FlipVertical,
FlipHorizontal
}
private string[] processText = {
"NO PROCESSING",
"COLOR GRAYSCALE",
"COLOR TINT",
"COLOR INVERT",
"COLOR CONTRAST",
"COLOR BRIGHTNESS",
"GAUSSIAN BLUR",
"FLIP VERTICAL",
"FLIP HORIZONTAL"
};
private Image imageOrigin;
private Image imageCopy;
private Texture2D texture;
private ImageProcess currentProcess;
private bool textureReload;
private Rectangle[] toggleRecs;
private int mouseHoverRec;
public void Init()
{
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
imageOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
ImageFormat(ref imageOrigin, PixelFormat.UncompressedR8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
texture = LoadTextureFromImage(imageOrigin); // Image converted to texture, GPU memory (VRAM)
imageCopy = ImageCopy(imageOrigin);
currentProcess = ImageProcess.None;
textureReload = false;
toggleRecs = new Rectangle[NumProcesses];
mouseHoverRec = -1;
for (var i = 0; i < NumProcesses; i++)
{
toggleRecs[i] = new Rectangle(40.0f, (float)(50 + 32 * i), 150.0f, 30.0f);
}
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
// Mouse toggle group logic
for (var i = 0; i < NumProcesses; i++)
{
if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i]))
{
mouseHoverRec = i;
if (IsMouseButtonReleased(MouseButton.Left))
{
currentProcess = (ImageProcess)i;
textureReload = true;
}
break;
}
else
{
mouseHoverRec = -1;
}
}
// Keyboard toggle group logic
if (IsKeyPressed(KeyboardKey.Down))
{
currentProcess++;
if ((int)currentProcess > (NumProcesses - 1))
{
currentProcess = 0;
}
textureReload = true;
}
else if (IsKeyPressed(KeyboardKey.Up))
{
currentProcess--;
if (currentProcess < 0)
{
currentProcess = ImageProcess.FlipHorizontal;
}
textureReload = true;
}
// Reload texture when required
if (textureReload)
{
UnloadImage(imageCopy); // Unload image-copy data
imageCopy = ImageCopy(imageOrigin); // Restore image-copy from image-origin
// NOTE: Image processing is a costly CPU process to be done every frame,
// If image processing is required in a frame-basis, it should be done
// with a texture and by shaders
switch (currentProcess)
{
case ImageProcess.ColorGrayScale:
ImageColorGrayscale(ref imageCopy);
break;
case ImageProcess.ColorTint:
ImageColorTint(ref imageCopy, Color.Green);
break;
case ImageProcess.ColorInvert:
ImageColorInvert(ref imageCopy);
break;
case ImageProcess.ColorContrast:
ImageColorContrast(ref imageCopy, -40);
break;
case ImageProcess.ColorBrightness:
ImageColorBrightness(ref imageCopy, -80);
break;
case ImageProcess.GaussianBlur:
ImageBlurGaussian(ref imageCopy, 10);
break;
case ImageProcess.FlipVertical:
ImageFlipVertical(ref imageCopy);
break;
case ImageProcess.FlipHorizontal:
ImageFlipHorizontal(ref imageCopy);
break;
default:
break;
}
var pixels = LoadImageColors(imageCopy); // Load pixel data from image (RGBA 32bit)
UpdateTexture(texture, pixels); // Update texture with new image data
UnloadImageColors(pixels); // Unload pixels data from RAM
textureReload = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("IMAGE PROCESSING:", 40, 30, 10, Color.DarkGray);
// Draw rectangles
for (var i = 0; i < NumProcesses; i++)
{
DrawRectangleRec(toggleRecs[i], ((i == (int)currentProcess) || (i == mouseHoverRec)) ? Color.SkyBlue : Color.LightGray);
DrawRectangleLines(
(int)toggleRecs[i].X,
(int)toggleRecs[i].Y,
(int)toggleRecs[i].Width,
(int)toggleRecs[i].Height,
((i == (int)currentProcess) || (i == mouseHoverRec)) ? Color.Blue : Color.Gray
);
var labelX = (int)(toggleRecs[i].X + toggleRecs[i].Width / 2);
DrawText(
processText[i],
(int)(labelX - MeasureText(processText[i], 10) / 2),
(int)toggleRecs[i].Y + 11,
10,
((i == (int)currentProcess) || (i == mouseHoverRec)) ? Color.DarkBlue : Color.DarkGray
);
}
var x = screenWidth - texture.Width - 60;
var y = screenHeight / 2 - texture.Height / 2;
DrawTexture(texture, x, y, Color.White);
DrawRectangleLines(x, y, texture.Width, texture.Height, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texture); // Unload texture from VRAM
UnloadImage(imageOrigin); // Unload image-origin from RAM
UnloadImage(imageCopy); // Unload image-copy from RAM
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
var game = new ImageProcessing();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}