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raylib-cs/Examples/Textures/RawData.cs
2026-07-17 07:49:07 +02:00

145 lines
5 KiB
C#

/*******************************************************************************************
*
* raylib [textures] example - raw data
*
* 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 1.3, 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public partial class RawData : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Raw Data";
public string Title => "raylib [textures] example - raw data";
private Texture2D fudesumi;
private Texture2D checkedTex;
public unsafe void Init()
{
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
// Load RAW image data (512x512, 32bit RGBA, no file header)
var fudesumiRaw = LoadImageRaw(
"resources/fudesumi.raw",
384,
512,
PixelFormat.UncompressedR8G8B8A8,
0
);
fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code
var imWidth = 960;
var imHeight = 480;
// Dynamic memory allocation to store pixels data (Color type)
// WARNING: Using raylib provided MemAlloc() that uses default raylib
// internal memory allocator, so this data can be freed using UnloadImage()
// that also uses raylib internal memory de-allocator
var pixels = (Color*)Raylib.MemAlloc((uint)(imWidth * imHeight * sizeof(Color)));
for (var y = 0; y < imHeight; y++)
{
for (var x = 0; x < imWidth; x++)
{
if (((x / 32 + y / 32) / 1) % 2 == 0)
{
pixels[y * imWidth + x] = Color.Orange;
}
else
{
pixels[y * imWidth + x] = Color.Gold;
}
}
}
// Load pixels data into an image structure and create texture
// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
// data structure defining that pixelformat, format must be set properly
var checkedIm = new Image
{
Data = pixels,
Width = imWidth,
Height = imHeight,
Format = PixelFormat.UncompressedR8G8B8A8,
Mipmaps = 1,
};
checkedTex = LoadTextureFromImage(checkedIm);
Raylib.MemFree(pixels); // Unload CPU (RAM) image data (pixels)
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
var x = screenWidth / 2 - checkedTex.Width / 2;
var y = screenHeight / 2 - checkedTex.Height / 2;
DrawTexture(checkedTex, x, y, Fade(Color.White, 0.5f));
DrawTexture(fudesumi, 430, -30, Color.White);
DrawText("CHECKED TEXTURE ", 84, 85, 30, Color.Brown);
DrawText("GENERATED by CODE", 72, 148, 30, Color.Brown);
DrawText("and RAW IMAGE LOADING", 46, 210, 30, Color.Brown);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, Color.Brown);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checkedTex); // Texture unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - raw data");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
var game = new RawData();
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;
}
}