mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-04-05 11:19:39 -04:00
152 lines
6.3 KiB
C#
152 lines
6.3 KiB
C#
using Raylib;
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using static Raylib.Raylib;
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using static Raylib.PixelFormat;
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public partial class textures_image_processing
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{
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/*******************************************************************************************
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*
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* raylib [textures] example - Image processing
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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 1.4 (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) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public const int NUM_PROCESSES = 8;
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enum ImageProcess
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{
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NONE = 0,
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COLOR_GRAYSCALE,
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COLOR_TINT,
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COLOR_INVERT,
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COLOR_CONTRAST,
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COLOR_BRIGHTNESS,
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FLIP_VERTICAL,
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FLIP_HORIZONTAL
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}
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static string[] processText = {
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"NO PROCESSING",
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"COLOR GRAYSCALE",
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"COLOR TINT",
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"COLOR INVERT",
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"COLOR CONTRAST",
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"COLOR BRIGHTNESS",
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"FLIP VERTICAL",
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"FLIP HORIZONTAL"
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};
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
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ImageFormat(ref image, (int)UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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int currentProcess = (int)ImageProcess.NONE;
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bool textureReload = false;
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Rectangle[] selectRecs = new Rectangle[NUM_PROCESSES];
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for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = new Rectangle( 40, 50 + 32*i, 150, 30 );
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_DOWN))
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{
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currentProcess++;
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if (currentProcess > 7) currentProcess = 0;
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textureReload = true;
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}
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else if (IsKeyPressed(KEY_UP))
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{
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currentProcess--;
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if (currentProcess < 0) currentProcess = 7;
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textureReload = true;
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}
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if (textureReload)
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{
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UnloadImage(image); // Unload current image data
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image = LoadImage("resources/parrots.png"); // Re-load image data
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// NOTE: Image processing is a costly CPU process to be done every frame,
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// If image processing is required in a frame-basis, it should be done
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// with a texture and by shaders
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switch (currentProcess)
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{
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case (int)ImageProcess.COLOR_GRAYSCALE: ImageColorGrayscale(ref image); break;
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case (int)ImageProcess.COLOR_TINT: ImageColorTint(ref image, GREEN); break;
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case (int)ImageProcess.COLOR_INVERT: ImageColorInvert(ref image); break;
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case (int)ImageProcess.COLOR_CONTRAST: ImageColorContrast(ref image, -40); break;
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case (int)ImageProcess.COLOR_BRIGHTNESS: ImageColorBrightness(ref image, -80); break;
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case (int)ImageProcess.FLIP_VERTICAL: ImageFlipVertical(ref image); break;
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case (int)ImageProcess.FLIP_HORIZONTAL: ImageFlipHorizontal(ref image); break;
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default: break;
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}
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var pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit)
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UpdateTexture(texture, pixels); // Update texture with new image data
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// free(pixels); // Unload pixels data from RAM
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textureReload = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
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// Draw rectangles
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for (int i = 0; i < NUM_PROCESSES; i++)
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{
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DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY);
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DrawRectangleLines((int)selectRecs[i].x, (int)selectRecs[i].y, (int)selectRecs[i].width, (int)selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY);
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DrawText(processText[i], (int)(selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int)selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY);
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}
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DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
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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(texture); // Unload texture from VRAM
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UnloadImage(image); // Unload image from RAM
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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