예제 #1
0
// Load a SpriteFont image into GPU memory
SpriteFont LoadSpriteFont(const char *fileName)
{
    // Default hardcoded values for ttf file loading
    #define DEFAULT_TTF_FONTSIZE    32      // Font first character (32 - space)
    #define DEFAULT_TTF_NUMCHARS    95      // ASCII 32..126 is 95 glyphs
    #define DEFAULT_FIRST_CHAR      32      // Expected first char for image spritefont

    SpriteFont spriteFont = { 0 };

    // Check file extension
    if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName);
    else if (strcmp(GetExtension(fileName),"ttf") == 0) spriteFont = LoadSpriteFontTTF(fileName, DEFAULT_TTF_FONTSIZE, 0, NULL);
    else if (strcmp(GetExtension(fileName),"fnt") == 0) spriteFont = LoadBMFont(fileName);
    else
    {
        Image image = LoadImage(fileName);
        if (image.data != NULL) spriteFont = LoadImageFont(image, MAGENTA, DEFAULT_FIRST_CHAR);
        UnloadImage(image);
    }

    if (spriteFont.texture.id == 0)
    {
        TraceLog(WARNING, "[%s] SpriteFont could not be loaded, using default font", fileName);
        spriteFont = GetDefaultFont();
    }
    else SetTextureFilter(spriteFont.texture, FILTER_POINT);    // By default we set point filter (best performance)

    return spriteFont;
}
예제 #2
0
bool GLTexture2D::Create()
{
    if (isCreateOK() == false)
    {
        bool result = false;

        LOGD("LoadImage begin");
        LoadImage();
        LOGD("LoadImage end");

        glGenTextures(1, &m_texHandle);
        glBindTexture(m_texTarget, m_texHandle);

        glPixelStorei(m_unPackAlignmentTarget, m_unPackAlignmentNum);

        GLint mipLevel = 0;
        GLint border = 0; // border should be 0 as always
        glTexImage2D(m_texTarget, mipLevel, m_internalFormat, m_width, m_height, border, m_format, m_type, m_pImage->getData());

        if (m_pTextureSampler != NULL)
        {
            m_pTextureSampler->Create();
        }

        LOGD("UnLoadImage begin");
        UnloadImage();
        LOGD("UnLoadImage end");

        result = true;

        m_bIsCreateOK = result;
    }
    return isCreateOK();
}
예제 #3
0
CGifSmileyCtrl::~CGifSmileyCtrl()
{
	UnloadImage(); 

	--_refCount;
	if (_refCount == 0)  
	{ 
		_UninitModule();
	}
}
예제 #4
0
파일: object.cpp 프로젝트: gandy555/MTM_V3
CObjectGroup::~CObjectGroup()
{
	if(m_pszText)
	{
		delete[] m_pszText;
		m_pszText = NULL;
	}

	UnloadImage();
}
예제 #5
0
HRESULT CGifSmileyCtrl::LoadFromFileSized(BSTR bstrFileName,INT nWidth,INT nHeight)
{
	m_strFilename = bstrFileName;
	if ( _gdiPlusFail ) return E_FAIL;
	UnloadImage();
	ATL::CString sFilename(bstrFileName);
	ImageItem * foundImage=NULL;
	LISTIMAGES::iterator it=_listImages.begin();
	while (it!=_listImages.end())
	{
		if ((*it) && (*it)->IsEqual(sFilename,nHeight))
		{
			foundImage=(*it);
			break;
		}
		++it;
	}
	if (!foundImage)
	{
		foundImage=new ImageItem;
		_listImages.push_back(foundImage);
	}

	if (foundImage)
	{
		m_pGifImage=foundImage->LoadImageFromFile(sFilename,nWidth,nHeight);
		m_pDelays=foundImage->GetFrameDelays();
		m_nFrameCount=foundImage->GetFrameCount();
		m_nFrameSize=foundImage->GetFrameSize();
		if (m_nFrameSize.Width==0 || m_nFrameSize.Height==0)
		{
			UnloadImage();
			return E_FAIL;
		}
		SIZEL size;
		size.cx=m_nFrameSize.Width+2;
		size.cy=m_nFrameSize.Height;
		AtlPixelToHiMetric(&size,&m_sizeExtent);
		return S_OK;
	}
	return E_FAIL;    
} 
예제 #6
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    Image image = LoadImage("resources/raylib_logo.png");     // Loaded in CPU memory (RAM)
    Texture2D texture = LoadTextureFromImage(image);          // Image converted to texture, GPU memory (VRAM)

    UnloadImage(image);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update your variables here
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);

            DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);       // Texture unloading

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
예제 #7
0
int main()
{    
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib test - Image loading");
    
    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    Image img = LoadImage("resources/raylib_logo.png");
    Texture2D texture = CreateTexture(img, false);
    UnloadImage(img);
    //---------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update your variables here
        //----------------------------------------------------------------------------------
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
        
            ClearBackground(RAYWHITE);
            
            DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
            
            DrawText("this IS a texture!", 360, 370, 10, GRAY);
        
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);       // Texture unloading
    
    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
    
    return 0;
}
예제 #8
0
파일: object.cpp 프로젝트: gandy555/MTM_V3
CObjectImage::~CObjectImage()
{
	UnloadImage();
}
예제 #9
0
HRESULT CGifSmileyCtrl::FreeImage()
{
    UnloadImage();
	return S_OK;
}
예제 #10
0
// Load an Image font file (XNA style)
static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
{
    #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))

    int charSpacing = 0;
    int lineSpacing = 0;

    int x = 0;
    int y = 0;

    // Default number of characters supported
    #define MAX_FONTCHARS          256

    // We allocate a temporal arrays for chars data measures,
    // once we get the actual number of chars, we copy data to a sized arrays
    int tempCharValues[MAX_FONTCHARS];
    Rectangle tempCharRecs[MAX_FONTCHARS];

    Color *pixels = GetImageData(image);

    // Parse image data to get charSpacing and lineSpacing
    for (y = 0; y < image.height; y++)
    {
        for (x = 0; x < image.width; x++)
        {
            if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
        }
        if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
    }

    charSpacing = x;
    lineSpacing = y;

    int charHeight = 0;
    int j = 0;

    while (!COLOR_EQUAL(pixels[(lineSpacing + j)*image.width + charSpacing], key)) j++;

    charHeight = j;

    // Check array values to get characters: value, x, y, w, h
    int index = 0;
    int lineToRead = 0;
    int xPosToRead = charSpacing;

    // Parse image data to get rectangle sizes
    while ((lineSpacing + lineToRead*(charHeight + lineSpacing)) < image.height)
    {
        while ((xPosToRead < image.width) &&
              !COLOR_EQUAL((pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead]), key))
        {
            tempCharValues[index] = firstChar + index;

            tempCharRecs[index].x = xPosToRead;
            tempCharRecs[index].y = lineSpacing + lineToRead*(charHeight + lineSpacing);
            tempCharRecs[index].height = charHeight;

            int charWidth = 0;

            while (!COLOR_EQUAL(pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead + charWidth], key)) charWidth++;

            tempCharRecs[index].width = charWidth;

            index++;

            xPosToRead += (charWidth + charSpacing);
        }

        lineToRead++;
        xPosToRead = charSpacing;
    }

    TraceLog(DEBUG, "SpriteFont data parsed correctly from image");
    
    // NOTE: We need to remove key color borders from image to avoid weird 
    // artifacts on texture scaling when using FILTER_BILINEAR or FILTER_TRILINEAR
    for (int i = 0; i < image.height*image.width; i++) if (COLOR_EQUAL(pixels[i], key)) pixels[i] = BLANK;

    // Create a new image with the processed color data (key color replaced by BLANK)
    Image fontClear = LoadImageEx(pixels, image.width, image.height);
    
    free(pixels);    // Free pixels array memory

    // Create spritefont with all data parsed from image
    SpriteFont spriteFont = { 0 };

    spriteFont.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
    spriteFont.numChars = index;
    
    UnloadImage(fontClear);     // Unload processed image once converted to texture

    // We got tempCharValues and tempCharsRecs populated with chars data
    // Now we move temp data to sized charValues and charRecs arrays
    spriteFont.charRecs = (Rectangle *)malloc(spriteFont.numChars*sizeof(Rectangle));
    spriteFont.charValues = (int *)malloc(spriteFont.numChars*sizeof(int));
    spriteFont.charOffsets = (Vector2 *)malloc(spriteFont.numChars*sizeof(Vector2));
    spriteFont.charAdvanceX = (int *)malloc(spriteFont.numChars*sizeof(int));

    for (int i = 0; i < spriteFont.numChars; i++)
    {
        spriteFont.charValues[i] = tempCharValues[i];
        spriteFont.charRecs[i] = tempCharRecs[i];

        // NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0)
        spriteFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f };
        spriteFont.charAdvanceX[i] = 0;
    }

    spriteFont.size = spriteFont.charRecs[0].height;
    
    TraceLog(INFO, "Image file loaded correctly as SpriteFont");

    return spriteFont;
}
예제 #11
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");

    // Define the camera to look into our 3d world
    Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };

    Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
    Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)
    Model map = LoadCubicmap(image);                        // Load cubicmap model (generate model from image)
    
    // NOTE: By default each cube is mapped to one part of texture atlas
    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
    map.material.texDiffuse = texture;                      // Set map diffuse texture
    
    Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position

    UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
    
    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode

    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())            // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);              // Update camera
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            Begin3dMode(camera);

                DrawModel(map, mapPosition, 1.0f, WHITE);

            End3dMode();
            
            DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
            DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
            
            DrawText("cubicmap image used to", 658, 90, 10, GRAY);
            DrawText("generate map 3d model", 658, 104, 10, GRAY);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(cubicmap);    // Unload cubicmap texture
    UnloadTexture(texture);     // Unload map texture
    UnloadModel(map);           // Unload map model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
예제 #12
0
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
	// Initialization
	//---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");

    // Global data loading (assets that must be available in all screens, i.e. fonts)
    InitAudioDevice();

    Image image = LoadImage("resources/lights_map.png");  // Load image in CPU memory (RAM)
    
    lightsMap = GetImageData(image);            // Get image pixels data as an array of Color
    lightsMapWidth = image.width;
    lightsMapHeight = image.height;
    
    UnloadImage(image);                         // Unload image from CPU memory (RAM)
    
    //PlayMusicStream("resources/audio/come_play_with_me.ogg");
    
    font = LoadSpriteFont("resources/font_arcadian.png");
	//doors = LoadTexture("resources/textures/doors.png");
    //sndDoor = LoadSound("resources/audio/door.ogg");

    // Setup and Init first screen
    currentScreen = LOGO_RL;
    //InitTitleScreen();
    //InitGameplayScreen();
    rlInitLogoScreen();

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    switch (currentScreen)
    {
        case LOGO_RL: rlUnloadLogoScreen(); break;
        case TITLE: UnloadTitleScreen(); break;
        case GAMEPLAY: UnloadGameplayScreen(); break;
        default: break;
    }
    
    // Unload all global loaded data (i.e. fonts) here!
    UnloadSpriteFont(font);
    //UnloadSound(sndDoor);
    
    free(lightsMap);
    
    CloseAudioDevice();
    
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
	
    return 0;
}
예제 #13
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    Image image = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM)
    ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE
    Texture2D texture = LoadTextureFromImage(image);    // Image converted to texture, GPU memory (VRAM)

    int currentProcess = NONE;
    bool textureReload = false;

    Rectangle selectRecs[NUM_PROCESSES];
    
    for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
    
    SetTargetFPS(60);
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_DOWN))
        {
            currentProcess++;
            if (currentProcess > 7) currentProcess = 0;
            textureReload = true;
        }
        else if (IsKeyPressed(KEY_UP))
        {
            currentProcess--;
            if (currentProcess < 0) currentProcess = 7;
            textureReload = true;
        }
        
        if (textureReload)
        {
            UnloadImage(image);                         // Unload current image data
            image = LoadImage("resources/parrots.png"); // Re-load image data

            // 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 COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
                case COLOR_TINT: ImageColorTint(&image, GREEN); break;
                case COLOR_INVERT: ImageColorInvert(&image); break;
                case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
                case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
                case FLIP_VERTICAL: ImageFlipVertical(&image); break;
                case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
                default: break;
            }
            
            Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
            UpdateTexture(texture, pixels);             // Update texture with new image data
            free(pixels);                               // Unload pixels data from RAM
            
            textureReload = false;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);
            
            DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
            
            // Draw rectangles
            for (int i = 0; i < NUM_PROCESSES; i++)
            {
                DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY);
                DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY);
                DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY);
            }

            DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
            DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
            
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);       // Unload texture from VRAM
    UnloadImage(image);           // Unload image from RAM

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
예제 #14
0
// Load a rBMF font file (raylib BitMap Font)
static SpriteFont LoadRBMF(const char *fileName)
{
    // rBMF Info Header (16 bytes)
    typedef struct {
        char id[4];             // rBMF file identifier
        char version;           // rBMF file version
                                //      4 MSB --> main version
                                //      4 LSB --> subversion
        char firstChar;         // First character in the font
                                // NOTE: Depending on charDataType, it could be useless
        short imgWidth;         // Image width - always POT (power-of-two)
        short imgHeight;        // Image height - always POT (power-of-two)
        short numChars;         // Number of characters contained
        short charHeight;       // Characters height - the same for all characters
        char compType;          // Compression type:
                                //      4 MSB --> image data compression
                                //      4 LSB --> chars data compression
        char charsDataType;     // Char data type provided
    } rbmfInfoHeader;

    SpriteFont spriteFont = { 0 };

    rbmfInfoHeader rbmfHeader;
    unsigned int *rbmfFileData = NULL;
    unsigned char *rbmfCharWidthData = NULL;

    int charsDivisor = 1;    // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically

    FILE *rbmfFile = fopen(fileName, "rb");        // Define a pointer to bitmap file and open it in read-binary mode

    if (rbmfFile == NULL)
    {
        TraceLog(WARNING, "[%s] rBMF font file could not be opened, using default font", fileName);

        spriteFont = GetDefaultFont();
    }
    else
    {
        fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile);

        TraceLog(DEBUG, "[%s] Loading rBMF file, size: %ix%i, numChars: %i, charHeight: %i", fileName, rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight);

        spriteFont.numChars = (int)rbmfHeader.numChars;

        int numPixelBits = rbmfHeader.imgWidth*rbmfHeader.imgHeight/32;

        rbmfFileData = (unsigned int *)malloc(numPixelBits*sizeof(unsigned int));

        for (int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile);

        rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars*sizeof(unsigned char));

        for (int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile);

        // Re-construct image from rbmfFileData
        //-----------------------------------------
        Color *imagePixels = (Color *)malloc(rbmfHeader.imgWidth*rbmfHeader.imgHeight*sizeof(Color));

        for (int i = 0; i < rbmfHeader.imgWidth*rbmfHeader.imgHeight; i++) imagePixels[i] = BLANK;        // Initialize array

        int counter = 0;        // Font data elements counter

        // Fill image data (convert from bit to pixel!)
        for (int i = 0; i < rbmfHeader.imgWidth*rbmfHeader.imgHeight; i += 32)
        {
            for (int j = 31; j >= 0; j--)
            {
                if (BIT_CHECK(rbmfFileData[counter], j)) imagePixels[i+j] = WHITE;
            }

            counter++;
        }

        Image image = LoadImageEx(imagePixels, rbmfHeader.imgWidth, rbmfHeader.imgHeight);
        ImageFormat(&image, UNCOMPRESSED_GRAY_ALPHA);

        free(imagePixels);

        TraceLog(DEBUG, "[%s] Image reconstructed correctly, now converting it to texture", fileName);

        // Create spritefont with all data read from rbmf file
        spriteFont.texture = LoadTextureFromImage(image);
        UnloadImage(image);     // Unload image data

        //TraceLog(INFO, "[%s] Starting chars set reconstruction", fileName);

        // Get characters data using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars
        spriteFont.charValues = (int *)malloc(spriteFont.numChars*sizeof(int));
        spriteFont.charRecs = (Rectangle *)malloc(spriteFont.numChars*sizeof(Rectangle));
        spriteFont.charOffsets = (Vector2 *)malloc(spriteFont.numChars*sizeof(Vector2));
        spriteFont.charAdvanceX = (int *)malloc(spriteFont.numChars*sizeof(int));

        int currentLine = 0;
        int currentPosX = charsDivisor;
        int testPosX = charsDivisor;

        for (int i = 0; i < spriteFont.numChars; i++)
        {
            spriteFont.charValues[i] = (int)rbmfHeader.firstChar + i;

            spriteFont.charRecs[i].x = currentPosX;
            spriteFont.charRecs[i].y = charsDivisor + currentLine*((int)rbmfHeader.charHeight + charsDivisor);
            spriteFont.charRecs[i].width = (int)rbmfCharWidthData[i];
            spriteFont.charRecs[i].height = (int)rbmfHeader.charHeight;

            // NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0)
            spriteFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f };
            spriteFont.charAdvanceX[i] = 0;

            testPosX += (spriteFont.charRecs[i].width + charsDivisor);

            if (testPosX > spriteFont.texture.width)
            {
                currentLine++;
                currentPosX = 2*charsDivisor + (int)rbmfCharWidthData[i];
                testPosX = currentPosX;

                spriteFont.charRecs[i].x = charsDivisor;
                spriteFont.charRecs[i].y = charsDivisor + currentLine*(rbmfHeader.charHeight + charsDivisor);
            }
            else currentPosX = testPosX;
        }

        spriteFont.size = spriteFont.charRecs[0].height;

        TraceLog(INFO, "[%s] rBMF file loaded correctly as SpriteFont", fileName);
    }

    fclose(rbmfFile);

    free(rbmfFileData);                // Now we can free loaded data from RAM memory
    free(rbmfCharWidthData);

    return spriteFont;
}
예제 #15
0
// Load a BMFont file (AngelCode font file)
static SpriteFont LoadBMFont(const char *fileName)
{
    #define MAX_BUFFER_SIZE     256

    SpriteFont font = { 0 };
    font.texture.id = 0;

    char buffer[MAX_BUFFER_SIZE];
    char *searchPoint = NULL;

    int fontSize = 0;
    int texWidth, texHeight;
    char texFileName[128];
    int numChars = 0;

    int base;   // Useless data

    FILE *fntFile;

    fntFile = fopen(fileName, "rt");

    if (fntFile == NULL)
    {
        TraceLog(WARNING, "[%s] FNT file could not be opened", fileName);
        return font;
    }

    // NOTE: We skip first line, it contains no useful information
    fgets(buffer, MAX_BUFFER_SIZE, fntFile);
    //searchPoint = strstr(buffer, "size");
    //sscanf(searchPoint, "size=%i", &fontSize);

    fgets(buffer, MAX_BUFFER_SIZE, fntFile);
    searchPoint = strstr(buffer, "lineHeight");
    sscanf(searchPoint, "lineHeight=%i base=%i scaleW=%i scaleH=%i", &fontSize, &base, &texWidth, &texHeight);

    TraceLog(DEBUG, "[%s] Font size: %i", fileName, fontSize);
    TraceLog(DEBUG, "[%s] Font texture scale: %ix%i", fileName, texWidth, texHeight);

    fgets(buffer, MAX_BUFFER_SIZE, fntFile);
    searchPoint = strstr(buffer, "file");
    sscanf(searchPoint, "file=\"%128[^\"]\"", texFileName);

    TraceLog(DEBUG, "[%s] Font texture filename: %s", fileName, texFileName);

    fgets(buffer, MAX_BUFFER_SIZE, fntFile);
    searchPoint = strstr(buffer, "count");
    sscanf(searchPoint, "count=%i", &numChars);

    TraceLog(DEBUG, "[%s] Font num chars: %i", fileName, numChars);

    // Compose correct path using route of .fnt file (fileName) and texFileName
    char *texPath = NULL;
    char *lastSlash = NULL;

    lastSlash = strrchr(fileName, '/');

    // NOTE: We need some extra space to avoid memory corruption on next allocations!
    texPath = malloc(strlen(fileName) - strlen(lastSlash) + strlen(texFileName) + 4);

    // NOTE: strcat() and strncat() required a '\0' terminated string to work!
    *texPath = '\0';
    strncat(texPath, fileName, strlen(fileName) - strlen(lastSlash) + 1);
    strncat(texPath, texFileName, strlen(texFileName));

    TraceLog(DEBUG, "[%s] Font texture loading path: %s", fileName, texPath);
    
    Image imFont = LoadImage(texPath);
    
    if (imFont.format == UNCOMPRESSED_GRAYSCALE) 
    {
        Image imCopy = ImageCopy(imFont);
        
        for (int i = 0; i < imCopy.width*imCopy.height; i++) ((unsigned char *)imCopy.data)[i] = 0xff;  // WHITE pixel

        ImageAlphaMask(&imCopy, imFont);
        font.texture = LoadTextureFromImage(imCopy);
        UnloadImage(imCopy);
    }
    else font.texture = LoadTextureFromImage(imFont);
    
    font.size = fontSize;
    font.numChars = numChars;
    font.charValues = (int *)malloc(numChars*sizeof(int));
    font.charRecs = (Rectangle *)malloc(numChars*sizeof(Rectangle));
    font.charOffsets = (Vector2 *)malloc(numChars*sizeof(Vector2));
    font.charAdvanceX = (int *)malloc(numChars*sizeof(int));

    UnloadImage(imFont);
    
    free(texPath);

    int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX;

    for (int i = 0; i < numChars; i++)
    {
        fgets(buffer, MAX_BUFFER_SIZE, fntFile);
        sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i",
                       &charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX);

        // Save data properly in sprite font
        font.charValues[i] = charId;
        font.charRecs[i] = (Rectangle){ charX, charY, charWidth, charHeight };
        font.charOffsets[i] = (Vector2){ (float)charOffsetX, (float)charOffsetY };
        font.charAdvanceX[i] = charAdvanceX;
    }

    fclose(fntFile);

    if (font.texture.id == 0)
    {
        UnloadSpriteFont(font);
        font = GetDefaultFont();
    }
    else TraceLog(INFO, "[%s] SpriteFont loaded successfully", fileName);

    return font;
}
예제 #16
0
파일: text.c 프로젝트: Danlestal/raylib
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
extern void LoadDefaultFont() 
{
    defaultFont.numChars = 96;              // We know our default font has 94 chars

    Image image;
    image.width = 128;                      // We know our default font image is 128 pixels width
    image.height = 64;                      // We know our default font image is 64 pixels height
        
    // Default font is directly defined here (data generated from a sprite font image)
    // This way, we reconstruct SpriteFont without creating large global variables
    // This data is automatically allocated to Stack and automatically deallocated at the end of this function
    int defaultFontData[256] = {
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f,
        0x4a2bf2a0, 0x0852091e, 0x41224000, 0x10041450, 0x2e292020, 0x08220812, 0x41222000, 0x10041450, 0x10f92020, 0x3efa084c, 0x7d22103c, 0x107df7de,
        0xe8a12020, 0x08220832, 0x05220800, 0x10450410, 0xa4a3f000, 0x08520832, 0x05220400, 0x10450410, 0xe2f92020, 0x0002085e, 0x7d3e0281, 0x107df41f,
        0x00200000, 0x8001b000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xc0000fbe, 0xfbf7e00f, 0x5fbf7e7d, 0x0050bee8, 0x440808a2, 0x0a142fe8, 0x50810285, 0x0050a048,
        0x49e428a2, 0x0a142828, 0x40810284, 0x0048a048, 0x10020fbe, 0x09f7ebaf, 0xd89f3e84, 0x0047a04f, 0x09e48822, 0x0a142aa1, 0x50810284, 0x0048a048,
        0x04082822, 0x0a142fa0, 0x50810285, 0x0050a248, 0x00008fbe, 0xfbf42021, 0x5f817e7d, 0x07d09ce8, 0x00008000, 0x00000fe0, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0180,
        0xdfbf4282, 0x0bfbf7ef, 0x42850505, 0x004804bf, 0x50a142c6, 0x08401428, 0x42852505, 0x00a808a0, 0x50a146aa, 0x08401428, 0x42852505, 0x00081090,
        0x5fa14a92, 0x0843f7e8, 0x7e792505, 0x00082088, 0x40a15282, 0x08420128, 0x40852489, 0x00084084, 0x40a16282, 0x0842022a, 0x40852451, 0x00088082,
        0xc0bf4282, 0xf843f42f, 0x7e85fc21, 0x3e0900bf, 0x00000000, 0x00000004, 0x00000000, 0x000c0180, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000402, 0x41482000, 0x00000000, 0x00000800,
        0x04000404, 0x4100203c, 0x00000000, 0x00000800, 0xf7df7df0, 0x514bef85, 0xbefbefbe, 0x04513bef, 0x14414500, 0x494a2885, 0xa28a28aa, 0x04510820,
        0xf44145f0, 0x474a289d, 0xa28a28aa, 0x04510be0, 0x14414510, 0x494a2884, 0xa28a28aa, 0x02910a00, 0xf7df7df0, 0xd14a2f85, 0xbefbe8aa, 0x011f7be0,
        0x00000000, 0x00400804, 0x20080000, 0x00000000, 0x00000000, 0x00600f84, 0x20080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0xac000000, 0x00000f01, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000,
        0x24fa28a2, 0x00000901, 0x00000000, 0x00000000, 0x2242252a, 0x00000952, 0x00000000, 0x00000000, 0x2422222a, 0x00000929, 0x00000000, 0x00000000,
        0x2412252a, 0x00000901, 0x00000000, 0x00000000, 0x24fbe8be, 0x00000901, 0x00000000, 0x00000000, 0xac020000, 0x00000f01, 0x00000000, 0x00000000,
        0x0003e000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000 };

    int charsHeight = 10;
    int charsDivisor = 1;    // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically
    
    int charsWidth[96] = { 3, 1, 4, 6, 5, 7, 6, 2, 3, 3, 5, 5, 2, 4, 1, 7, 5, 2, 5, 5, 5, 5, 5, 5, 5, 5, 1, 1, 3, 4, 3, 6,
                           7, 6, 6, 6, 6, 6, 6, 6, 6, 3, 5, 6, 5, 7, 6, 6, 6, 6, 6, 6, 7, 6, 7, 7, 6, 6, 6, 2, 7, 2, 3, 5, 
                           2, 5, 5, 5, 5, 5, 4, 5, 5, 1, 2, 5, 2, 5, 5, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5, 5, 3, 1, 3, 4, 4 };

    // Re-construct image from defaultFontData and generate OpenGL texture
    //----------------------------------------------------------------------
    image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color));
    
    for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK;        // Initialize array

    int counter = 0;        // Font data elements counter
    
    // Fill imgData with defaultFontData (convert from bit to pixel!)
    for (int i = 0; i < image.width * image.height; i += 32)
    {
        for (int j = 31; j >= 0; j--)
        {
            if (BIT_CHECK(defaultFontData[counter], j)) image.pixels[i+j] = WHITE;
        }
        
        counter++;
        
        if (counter > 256) counter = 0;         // Security check...
    }
    
    defaultFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture
    UnloadImage(image);
    
    // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars
    //------------------------------------------------------------------------------
    defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character));    // Allocate space for our character data
                                                                                            // This memory should be freed at end! --> Done on CloseWindow()
    int currentLine = 0;
    int currentPosX = charsDivisor;
    int testPosX = charsDivisor;
    
    for (int i = 0; i < defaultFont.numChars; i++)
    {
        defaultFont.charSet[i].value = FONT_FIRST_CHAR + i;  // First char is 32
        defaultFont.charSet[i].x = currentPosX;
        defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
        defaultFont.charSet[i].w = charsWidth[i];
        defaultFont.charSet[i].h = charsHeight;
        
        testPosX += (defaultFont.charSet[i].w + charsDivisor);
        
        if (testPosX >= defaultFont.texture.width)
        {
            currentLine++;
            currentPosX = 2 * charsDivisor + charsWidth[i];
            testPosX = currentPosX;
            
            defaultFont.charSet[i].x = charsDivisor;
            defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
        }
        else currentPosX = testPosX;
    }
    
    TraceLog(INFO, "Default font loaded successfully");
}
예제 #17
0
파일: object.cpp 프로젝트: gandy555/MTM_V3
CObjectIcon::~CObjectIcon()
{
	UnloadImage();
}
예제 #18
0
Texture::~Texture () {
	UnloadImage();
}
예제 #19
0
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");

    // Define the camera to look into our 3d world
    Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };

    Image imMap = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
    Texture2D cubicmap = LoadTextureFromImage(imMap);       // Convert image to texture to display (VRAM)
    Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
    Model model = LoadModelFromMesh(mesh);

    // NOTE: By default each cube is mapped to one part of texture atlas
    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
    model.materials[0].maps[MAP_DIFFUSE].texture = texture;             // Set map diffuse texture

    // Get map image data to be used for collision detection
    Color *mapPixels = GetImageData(imMap);
    UnloadImage(imMap);             // Unload image from RAM

    Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };  // Set model position
    Vector3 playerPosition = camera.position;       // Set player position

    SetCameraMode(camera, CAMERA_FIRST_PERSON);     // Set camera mode

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        Vector3 oldCamPos = camera.position;    // Store old camera position

        UpdateCamera(&camera);      // Update camera

        // Check player collision (we simplify to 2D collision detection)
        Vector2 playerPos = { camera.position.x, camera.position.z };
        float playerRadius = 0.1f;  // Collision radius (player is modelled as a cilinder for collision)

        int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
        int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);

        // Out-of-limits security check
        if (playerCellX < 0) playerCellX = 0;
        else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;

        if (playerCellY < 0) playerCellY = 0;
        else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;

        // Check map collisions using image data and player position
        // TODO: Improvement: Just check player surrounding cells for collision
        for (int y = 0; y < cubicmap.height; y++)
        {
            for (int x = 0; x < cubicmap.width; x++)
            {
                if ((mapPixels[y*cubicmap.width + x].r == 255) &&       // Collision: white pixel, only check R channel
                    (CheckCollisionCircleRec(playerPos, playerRadius,
                    (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
                {
                    // Collision detected, reset camera position
                    camera.position = oldCamPos;
                }
            }
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                DrawModel(model, mapPosition, 1.0f, WHITE);                     // Draw maze map
                //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED);  // Draw player

            EndMode3D();

            DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
            DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);

            // Draw player position radar
            DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    free(mapPixels);            // Unload color array

    UnloadTexture(cubicmap);    // Unload cubicmap texture
    UnloadTexture(texture);     // Unload map texture
    UnloadModel(model);         // Unload map model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
예제 #20
0
// Generate a sprite font from TTF file data (font size required)
// TODO: Review texture packing method and generation (use oversampling)
static SpriteFont LoadTTF(const char *fileName, int fontSize, int numChars, int *fontChars)
{
    // NOTE: Font texture size is predicted (being as much conservative as possible)
    // Predictive method consist of supposing same number of chars by line-column (sqrtf)
    // and a maximum character width of 3/4 of fontSize... it worked ok with all my tests...
    int textureSize = GetNextPOT(ceil((float)fontSize*3/4)*ceil(sqrtf((float)numChars)));
    
    TraceLog(INFO, "TTF spritefont loading: Predicted texture size: %ix%i", textureSize, textureSize);

    unsigned char *ttfBuffer = (unsigned char *)malloc(1 << 25);
    unsigned char *dataBitmap = (unsigned char *)malloc(textureSize*textureSize*sizeof(unsigned char));   // One channel bitmap returned!
    stbtt_bakedchar *charData = (stbtt_bakedchar *)malloc(sizeof(stbtt_bakedchar)*numChars);

    SpriteFont font = { 0 };

    FILE *ttfFile = fopen(fileName, "rb");

    if (ttfFile == NULL)
    {
        TraceLog(WARNING, "[%s] TTF file could not be opened", fileName);
        return font;
    }

    fread(ttfBuffer, 1, 1<<25, ttfFile);
    
    if (fontChars[0] != 32) TraceLog(WARNING, "TTF spritefont loading: first character is not SPACE(32) character");

    // NOTE: Using stb_truetype crappy packing method, no guarante the font fits the image...
    // TODO: Replace this function by a proper packing method and support random chars order,
    // we already receive a list (fontChars) with the ordered expected characters
    int result = stbtt_BakeFontBitmap(ttfBuffer, 0, fontSize, dataBitmap, textureSize, textureSize, fontChars[0], numChars, charData);

    //if (result > 0) TraceLog(INFO, "TTF spritefont loading: first unused row of generated bitmap: %i", result);
    if (result < 0) TraceLog(WARNING, "TTF spritefont loading: Not all the characters fit in the font");
    
    free(ttfBuffer);

    // Convert image data from grayscale to to UNCOMPRESSED_GRAY_ALPHA
    unsigned char *dataGrayAlpha = (unsigned char *)malloc(textureSize*textureSize*sizeof(unsigned char)*2); // Two channels

    for (int i = 0, k = 0; i < textureSize*textureSize; i++, k += 2)
    {
        dataGrayAlpha[k] = 255;
        dataGrayAlpha[k + 1] = dataBitmap[i];
    }

    free(dataBitmap);

    // Sprite font generation from TTF extracted data
    Image image;
    image.width = textureSize;
    image.height = textureSize;
    image.mipmaps = 1;
    image.format = UNCOMPRESSED_GRAY_ALPHA;
    image.data = dataGrayAlpha;
    
    font.texture = LoadTextureFromImage(image);
    
    //WritePNG("generated_ttf_image.png", (unsigned char *)image.data, image.width, image.height, 2);
    
    UnloadImage(image);     // Unloads dataGrayAlpha

    font.size = fontSize;
    font.numChars = numChars;
    font.charValues = (int *)malloc(font.numChars*sizeof(int));
    font.charRecs = (Rectangle *)malloc(font.numChars*sizeof(Rectangle));
    font.charOffsets = (Vector2 *)malloc(font.numChars*sizeof(Vector2));
    font.charAdvanceX = (int *)malloc(font.numChars*sizeof(int));

    for (int i = 0; i < font.numChars; i++)
    {
        font.charValues[i] = fontChars[i];

        font.charRecs[i].x = (int)charData[i].x0;
        font.charRecs[i].y = (int)charData[i].y0;
        font.charRecs[i].width = (int)charData[i].x1 - (int)charData[i].x0;
        font.charRecs[i].height = (int)charData[i].y1 - (int)charData[i].y0;

        font.charOffsets[i] = (Vector2){ charData[i].xoff, charData[i].yoff };
        font.charAdvanceX[i] = (int)charData[i].xadvance;
    }

    free(charData);

    return font;
}
예제 #21
0
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
extern void LoadDefaultFont(void)
{
    // NOTE: Using UTF8 encoding table for Unicode U+0000..U+00FF Basic Latin + Latin-1 Supplement
    // http://www.utf8-chartable.de/unicode-utf8-table.pl

    defaultFont.numChars = 224;             // Number of chars included in our default font

    // Default font is directly defined here (data generated from a sprite font image)
    // This way, we reconstruct SpriteFont without creating large global variables
    // This data is automatically allocated to Stack and automatically deallocated at the end of this function
    int defaultFontData[512] = {
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f,
        0x4a2bf2a0, 0x0852091e, 0x41224000, 0x10041450, 0x2e292020, 0x08220812, 0x41222000, 0x10041450, 0x10f92020, 0x3efa084c, 0x7d22103c, 0x107df7de,
        0xe8a12020, 0x08220832, 0x05220800, 0x10450410, 0xa4a3f000, 0x08520832, 0x05220400, 0x10450410, 0xe2f92020, 0x0002085e, 0x7d3e0281, 0x107df41f,
        0x00200000, 0x8001b000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xc0000fbe, 0xfbf7e00f, 0x5fbf7e7d, 0x0050bee8, 0x440808a2, 0x0a142fe8, 0x50810285, 0x0050a048,
        0x49e428a2, 0x0a142828, 0x40810284, 0x0048a048, 0x10020fbe, 0x09f7ebaf, 0xd89f3e84, 0x0047a04f, 0x09e48822, 0x0a142aa1, 0x50810284, 0x0048a048,
        0x04082822, 0x0a142fa0, 0x50810285, 0x0050a248, 0x00008fbe, 0xfbf42021, 0x5f817e7d, 0x07d09ce8, 0x00008000, 0x00000fe0, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0180,
        0xdfbf4282, 0x0bfbf7ef, 0x42850505, 0x004804bf, 0x50a142c6, 0x08401428, 0x42852505, 0x00a808a0, 0x50a146aa, 0x08401428, 0x42852505, 0x00081090,
        0x5fa14a92, 0x0843f7e8, 0x7e792505, 0x00082088, 0x40a15282, 0x08420128, 0x40852489, 0x00084084, 0x40a16282, 0x0842022a, 0x40852451, 0x00088082,
        0xc0bf4282, 0xf843f42f, 0x7e85fc21, 0x3e0900bf, 0x00000000, 0x00000004, 0x00000000, 0x000c0180, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000402, 0x41482000, 0x00000000, 0x00000800,
        0x04000404, 0x4100203c, 0x00000000, 0x00000800, 0xf7df7df0, 0x514bef85, 0xbefbefbe, 0x04513bef, 0x14414500, 0x494a2885, 0xa28a28aa, 0x04510820,
        0xf44145f0, 0x474a289d, 0xa28a28aa, 0x04510be0, 0x14414510, 0x494a2884, 0xa28a28aa, 0x02910a00, 0xf7df7df0, 0xd14a2f85, 0xbefbe8aa, 0x011f7be0,
        0x00000000, 0x00400804, 0x20080000, 0x00000000, 0x00000000, 0x00600f84, 0x20080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0xac000000, 0x00000f01, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x06000000, 0x24000000, 0x00000901, 0x00000000, 0x09108000,
        0x24fa28a2, 0x00000901, 0x00000000, 0x013e0000, 0x2242252a, 0x00000952, 0x00000000, 0x038a8000, 0x2422222a, 0x00000929, 0x00000000, 0x010a8000,
        0x2412252a, 0x00000901, 0x00000000, 0x010a8000, 0x24fbe8be, 0x00000901, 0x00000000, 0x0ebe8000, 0xac020000, 0x00000f01, 0x00000000, 0x00048000,
        0x0003e000, 0x00000000, 0x00000000, 0x00008000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000038, 0x8443b80e, 0x00203a03,
        0x02bea080, 0xf0000020, 0xc452208a, 0x04202b02, 0xf8029122, 0x07f0003b, 0xe44b388e, 0x02203a02, 0x081e8a1c, 0x0411e92a, 0xf4420be0, 0x01248202,
        0xe8140414, 0x05d104ba, 0xe7c3b880, 0x00893a0a, 0x283c0e1c, 0x04500902, 0xc4400080, 0x00448002, 0xe8208422, 0x04500002, 0x80400000, 0x05200002,
        0x083e8e00, 0x04100002, 0x804003e0, 0x07000042, 0xf8008400, 0x07f00003, 0x80400000, 0x04000022, 0x00000000, 0x00000000, 0x80400000, 0x04000002,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00800702, 0x1848a0c2, 0x84010000, 0x02920921, 0x01042642, 0x00005121, 0x42023f7f, 0x00291002,
        0xefc01422, 0x7efdfbf7, 0xefdfa109, 0x03bbbbf7, 0x28440f12, 0x42850a14, 0x20408109, 0x01111010, 0x28440408, 0x42850a14, 0x2040817f, 0x01111010,
        0xefc78204, 0x7efdfbf7, 0xe7cf8109, 0x011111f3, 0x2850a932, 0x42850a14, 0x2040a109, 0x01111010, 0x2850b840, 0x42850a14, 0xefdfbf79, 0x03bbbbf7,
        0x001fa020, 0x00000000, 0x00001000, 0x00000000, 0x00002070, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x08022800, 0x00012283, 0x02430802, 0x01010001, 0x8404147c, 0x20000144, 0x80048404, 0x00823f08, 0xdfbf4284, 0x7e03f7ef, 0x142850a1, 0x0000210a,
        0x50a14684, 0x528a1428, 0x142850a1, 0x03efa17a, 0x50a14a9e, 0x52521428, 0x142850a1, 0x02081f4a, 0x50a15284, 0x4a221428, 0xf42850a1, 0x03efa14b,
        0x50a16284, 0x4a521428, 0x042850a1, 0x0228a17a, 0xdfbf427c, 0x7e8bf7ef, 0xf7efdfbf, 0x03efbd0b, 0x00000000, 0x04000000, 0x00000000, 0x00000008,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200508, 0x00840400, 0x11458122, 0x00014210,
        0x00514294, 0x51420800, 0x20a22a94, 0x0050a508, 0x00200000, 0x00000000, 0x00050000, 0x08000000, 0xfefbefbe, 0xfbefbefb, 0xfbeb9114, 0x00fbefbe,
        0x20820820, 0x8a28a20a, 0x8a289114, 0x3e8a28a2, 0xfefbefbe, 0xfbefbe0b, 0x8a289114, 0x008a28a2, 0x228a28a2, 0x08208208, 0x8a289114, 0x088a28a2,
        0xfefbefbe, 0xfbefbefb, 0xfa2f9114, 0x00fbefbe, 0x00000000, 0x00000040, 0x00000000, 0x00000000, 0x00000000, 0x00000020, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00210100, 0x00000004, 0x00000000, 0x00000000, 0x14508200, 0x00001402, 0x00000000, 0x00000000,
        0x00000010, 0x00000020, 0x00000000, 0x00000000, 0xa28a28be, 0x00002228, 0x00000000, 0x00000000, 0xa28a28aa, 0x000022e8, 0x00000000, 0x00000000,
        0xa28a28aa, 0x000022a8, 0x00000000, 0x00000000, 0xa28a28aa, 0x000022e8, 0x00000000, 0x00000000, 0xbefbefbe, 0x00003e2f, 0x00000000, 0x00000000,
        0x00000004, 0x00002028, 0x00000000, 0x00000000, 0x80000000, 0x00003e0f, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000 };

    int charsHeight = 10;
    int charsDivisor = 1;    // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically

    int charsWidth[224] = { 3, 1, 4, 6, 5, 7, 6, 2, 3, 3, 5, 5, 2, 4, 1, 7, 5, 2, 5, 5, 5, 5, 5, 5, 5, 5, 1, 1, 3, 4, 3, 6,
                            7, 6, 6, 6, 6, 6, 6, 6, 6, 3, 5, 6, 5, 7, 6, 6, 6, 6, 6, 6, 7, 6, 7, 7, 6, 6, 6, 2, 7, 2, 3, 5,
                            2, 5, 5, 5, 5, 5, 4, 5, 5, 1, 2, 5, 2, 5, 5, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5, 5, 3, 1, 3, 4, 4,
                            1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                            1, 1, 5, 5, 5, 7, 1, 5, 3, 7, 3, 5, 4, 1, 7, 4, 3, 5, 3, 3, 2, 5, 6, 1, 2, 2, 3, 5, 6, 6, 6, 6,
                            6, 6, 6, 6, 6, 6, 7, 6, 6, 6, 6, 6, 3, 3, 3, 3, 7, 6, 6, 6, 6, 6, 6, 5, 6, 6, 6, 6, 6, 6, 4, 6,
                            5, 5, 5, 5, 5, 5, 9, 5, 5, 5, 5, 5, 2, 2, 3, 3, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 3, 5 };

    // Re-construct image from defaultFontData and generate OpenGL texture
    //----------------------------------------------------------------------
    int imWidth = 128;
    int imHeight = 128;

    Color *imagePixels = (Color *)malloc(imWidth*imHeight*sizeof(Color));

    for (int i = 0; i < imWidth*imHeight; i++) imagePixels[i] = BLANK;        // Initialize array

    int counter = 0;        // Font data elements counter

    // Fill imgData with defaultFontData (convert from bit to pixel!)
    for (int i = 0; i < imWidth*imHeight; i += 32)
    {
        for (int j = 31; j >= 0; j--)
        {
            if (BIT_CHECK(defaultFontData[counter], j)) imagePixels[i+j] = WHITE;
        }

        counter++;

        if (counter > 512) counter = 0;         // Security check...
    }

    //FILE *myimage = fopen("default_font.raw", "wb");
    //fwrite(image.pixels, 1, 128*128*4, myimage);
    //fclose(myimage);

    Image image = LoadImageEx(imagePixels, imWidth, imHeight);
    ImageFormat(&image, UNCOMPRESSED_GRAY_ALPHA);

    free(imagePixels);

    defaultFont.texture = LoadTextureFromImage(image);
    UnloadImage(image);

    // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars
    //------------------------------------------------------------------------------
    defaultFont.charValues = (int *)malloc(defaultFont.numChars*sizeof(int));
    defaultFont.charRecs = (Rectangle *)malloc(defaultFont.numChars*sizeof(Rectangle));   // Allocate space for our character rectangle data
                                                                                          // This memory should be freed at end! --> Done on CloseWindow()

    defaultFont.charOffsets = (Vector2 *)malloc(defaultFont.numChars*sizeof(Vector2));
    defaultFont.charAdvanceX = (int *)malloc(defaultFont.numChars*sizeof(int));

    int currentLine = 0;
    int currentPosX = charsDivisor;
    int testPosX = charsDivisor;

    for (int i = 0; i < defaultFont.numChars; i++)
    {
        defaultFont.charValues[i] = 32 + i;  // First char is 32

        defaultFont.charRecs[i].x = currentPosX;
        defaultFont.charRecs[i].y = charsDivisor + currentLine*(charsHeight + charsDivisor);
        defaultFont.charRecs[i].width = charsWidth[i];
        defaultFont.charRecs[i].height = charsHeight;

        testPosX += (defaultFont.charRecs[i].width + charsDivisor);

        if (testPosX >= defaultFont.texture.width)
        {
            currentLine++;
            currentPosX = 2*charsDivisor + charsWidth[i];
            testPosX = currentPosX;

            defaultFont.charRecs[i].x = charsDivisor;
            defaultFont.charRecs[i].y = charsDivisor + currentLine*(charsHeight + charsDivisor);
        }
        else currentPosX = testPosX;

        // NOTE: On default font character offsets and xAdvance are not required
        defaultFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f };
        defaultFont.charAdvanceX[i] = 0;
    }

    defaultFont.size = defaultFont.charRecs[0].height;

    TraceLog(INFO, "[TEX ID %i] Default font loaded successfully", defaultFont.texture.id);
}
예제 #22
0
파일: text.c 프로젝트: Danlestal/raylib
// Load a SpriteFont image into GPU memory
SpriteFont LoadSpriteFont(const char* fileName)      
{
    SpriteFont spriteFont;
    
    Image image;
    
    // Check file extension
    if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName);
    else
    {   
        // Use stb_image to load image data!
        int imgWidth;
        int imgHeight;
        int imgBpp;
        
        byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);    // Force loading to 4 components (RGBA)
        
        // Convert array to pixel array for working convenience
        Color *imgDataPixel = (Color *)malloc(imgWidth * imgHeight * sizeof(Color));
        Color *imgDataPixelPOT = NULL;
        
        int pix = 0;
        
        for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4)
        {
            imgDataPixel[pix].r = imgData[i];
            imgDataPixel[pix].g = imgData[i+1];
            imgDataPixel[pix].b = imgData[i+2];
            imgDataPixel[pix].a = imgData[i+3];
            pix++;
        }
        
        stbi_image_free(imgData);
        
        // At this point we have a pixel array with all the data...
        
        // Process bitmap Font pixel data to get measures (Character array)
        // spriteFont.charSet data is filled inside the function and memory is allocated!
        int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet);
        
        TraceLog(INFO, "[%s] SpriteFont data parsed correctly", fileName);
        TraceLog(INFO, "[%s] SpriteFont num chars detected: %i", numChars);
        
        spriteFont.numChars = numChars;
        
        // Convert image font to POT image before conversion to texture
        // Just add the required amount of pixels at the right and bottom sides of image...
        int potWidth = GetNextPOT(imgWidth);
        int potHeight = GetNextPOT(imgHeight);
        
        // Check if POT texture generation is required (if texture is not already POT)
        if ((potWidth != imgWidth) || (potHeight != imgHeight))
        {
            // Generate POT array from NPOT data
            imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color));
            
            for (int j = 0; j < potHeight; j++)
            {
                for (int i = 0; i < potWidth; i++)
                {
                    if ((j < imgHeight) && (i < imgWidth)) imgDataPixelPOT[j*potWidth + i] = imgDataPixel[j*imgWidth + i];
                    else imgDataPixelPOT[j*potWidth + i] = MAGENTA;
                }
            }
            
            TraceLog(WARNING, "SpriteFont texture converted to POT: %ix%i", potWidth, potHeight);
        }
        
        free(imgDataPixel);

        image.pixels = imgDataPixelPOT;
        image.width = potWidth;
        image.height = potHeight;
        
        spriteFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture
        UnloadImage(image);
    }
    
    return spriteFont;
}
예제 #23
0
파일: object.cpp 프로젝트: gandy555/MTM_V3
CObjectButton::~CObjectButton()
{
	UnloadImage();
}
예제 #24
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");

    // Define our custom camera to look into our 3d world
    Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };

    Image image = LoadImage("resources/heightmap.png");         // Load heightmap image (RAM)
    Texture2D texture = LoadTextureFromImage(image);            // Convert image to texture (VRAM)
    Model map = LoadHeightmap(image, (Vector3) {
        16, 8, 16
    });   // Load heightmap model with defined size
    map.material.texDiffuse = texture;                          // Set map diffuse texture
    Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };               // Set model position (depends on model scaling!)

    UnloadImage(image);                     // Unload heightmap image from RAM, already uploaded to VRAM

    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode

    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())            // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);              // Update camera
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

        ClearBackground(RAYWHITE);

        Begin3dMode(camera);

        // NOTE: Model is scaled to 1/4 of its original size (128x128 units)
        DrawModel(map, mapPosition, 1.0f, RED);

        DrawGrid(20, 1.0f);

        End3dMode();

        DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
        DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);

        DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);     // Unload texture
    UnloadModel(map);           // Unload model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
예제 #25
0
파일: object.cpp 프로젝트: gandy555/MTM_V3
CObjectCheck::~CObjectCheck()
{
	UnloadImage();
}
예제 #26
0
파일: skin.c 프로젝트: areslp/fcitx
/**
@加载皮肤配置文件
*/
int LoadSkinConfig(FcitxSkin* sc, char** skinType)
{
    FILE    *fp;
    boolean    isreload = False;
    int ret = 0;
    if (sc->config.configFile) {
        utarray_done(&sc->skinMainBar.skinPlacement);
        FcitxConfigFree(&sc->config);
        UnloadImage(sc);
    }
    memset(sc, 0, sizeof(FcitxSkin));
    utarray_init(&sc->skinMainBar.skinPlacement, &place_icd);

reload:
    if (!isreload) {
        char *buf;
        fcitx_utils_alloc_cat_str(buf, *skinType, "/fcitx_skin.conf");
        fp = FcitxXDGGetFileWithPrefix("skin", buf, "r", NULL);
        free(buf);
    } else {
        char *path = fcitx_utils_get_fcitx_path_with_filename(
                         "pkgdatadir", "/skin/default/fcitx_skin.conf");
        fp = fopen(path, "r");
        free(path);
    }

    if (fp) {
        FcitxConfigFile *cfile;
        FcitxConfigFileDesc* skinDesc = GetSkinDesc();
        if (sc->config.configFile == NULL) {
            cfile = FcitxConfigParseConfigFileFp(fp, skinDesc);
        } else {
            cfile = sc->config.configFile;
            cfile = FcitxConfigParseIniFp(fp, cfile);
        }
        if (!cfile) {
            fclose(fp);
            fp = NULL;
        } else {
            FcitxSkinConfigBind(sc, cfile, skinDesc);
            FcitxConfigBindSync((FcitxGenericConfig*)sc);
        }
    }

    if (!fp) {
        if (isreload) {
            FcitxLog(FATAL, _("Can not load default skin, is installion correct?"));
            perror("fopen");
            ret = 1;    // 如果安装目录里面也没有配置文件,那就只好告诉用户,无法运行了
        } else {
            perror("fopen");
            FcitxLog(WARNING, _("Can not load skin %s, return to default"), *skinType);
            if (*skinType)
                free(*skinType);
            *skinType = strdup("default");
            isreload = true;
            goto reload;
        }
    }

    if (fp)
        fclose(fp);
    sc->skinType = skinType;

    return ret;

}
예제 #27
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
 
    // Load RAW image data (512x512, 32bit RGBA, no file header)
    Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
    Texture2D sonic = LoadTextureFromImage(sonicRaw);   // Upload CPU (RAM) image to GPU (VRAM)
    UnloadImage(sonicRaw);                              // Unload CPU (RAM) image data
    
    // Generate a checked texture by code (1024x1024 pixels)
    int width = 1024;
    int height = 1024;
    
    // Dynamic memory allocation to store pixels data (Color type)
    Color *pixels = (Color *)malloc(width*height*sizeof(Color));
    
    for (int y = 0; y < height; y++)
    {
        for (int x = 0; x < width; x++)
        {
            if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
            else pixels[y*height + x] = SKYBLUE;
        }
    }
    
    // Load pixels data into an image structure and create texture
    Image checkedIm = LoadImageEx(pixels, width, height);
    Texture2D checked = LoadTextureFromImage(checkedIm);
    UnloadImage(checkedIm);     // Unload CPU (RAM) image data
    
    // Dynamic memory must be freed after using it
    free(pixels);               // Unload CPU (RAM) pixels data
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update your variables here
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
            DrawTexture(sonic, 330, -20, WHITE);

            DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
            DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
            DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(sonic);       // Texture unloading
    UnloadTexture(checked);     // Texture unloading

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}