145 lines
5 KiB
C#
145 lines
5 KiB
C#
/*******************************************************************************************
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*
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* raylib [textures] example - raw data
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*
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* Example complexity rating: [★★★☆] 3/4
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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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* Example originally created with raylib 1.3, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 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 partial class RawData : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Textures / Raw Data";
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public string Title => "raylib [textures] example - raw data";
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private Texture2D fudesumi;
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private Texture2D checkedTex;
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public unsafe void Init()
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{
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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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var fudesumiRaw = LoadImageRaw(
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"resources/fudesumi.raw",
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384,
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512,
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PixelFormat.UncompressedR8G8B8A8,
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0
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);
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fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code
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var imWidth = 960;
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var imHeight = 480;
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// Dynamic memory allocation to store pixels data (Color type)
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// WARNING: Using raylib provided MemAlloc() that uses default raylib
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// internal memory allocator, so this data can be freed using UnloadImage()
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// that also uses raylib internal memory de-allocator
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var pixels = (Color*)Raylib.MemAlloc((uint)(imWidth * imHeight * sizeof(Color)));
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for (var y = 0; y < imHeight; y++)
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{
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for (var x = 0; x < imWidth; 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 * imWidth + x] = Color.Orange;
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}
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else
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{
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pixels[y * imWidth + 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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// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
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// data structure defining that pixelformat, format must be set properly
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var checkedIm = new Image
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{
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Data = pixels,
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Width = imWidth,
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Height = imHeight,
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Format = PixelFormat.UncompressedR8G8B8A8,
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Mipmaps = 1,
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};
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checkedTex = LoadTextureFromImage(checkedIm);
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Raylib.MemFree(pixels); // Unload CPU (RAM) image data (pixels)
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}
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public void Update()
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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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var x = screenWidth / 2 - checkedTex.Width / 2;
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var y = screenHeight / 2 - checkedTex.Height / 2;
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DrawTexture(checkedTex, x, y, Fade(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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public void Unload()
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{
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UnloadTexture(fudesumi); // Texture unloading
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UnloadTexture(checkedTex); // Texture unloading
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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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InitWindow(screenWidth, screenHeight, "raylib [textures] example - raw data");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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var game = new RawData();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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