Exemplo n.º 1
0
static ImageFormat getImgFormat(const FileTreeViewItem *item)
{
    if (item==NULL) return (ImageFormat(""));

    const KFileItem *kfi = item->fileItem();
    if (kfi->isNull()) return (ImageFormat(""));

    // Check that this is a plausible image format (MIME type = "image/anything")
    // before trying to get the image type.
    QString mimetype = kfi->mimetype();
    if (!mimetype.startsWith("image/")) return (ImageFormat(""));

    return (ImageFormat::formatForUrl(kfi->url()));
}
Exemplo n.º 2
0
Arquivo: image.cpp Projeto: ICRAR/void
vd::status
ImageInput::Destroy()
{
	if(m_Handle != NULL)
	{
		Close();
	}

	m_Handle = NULL;
	m_IsOpen = false;
	m_Location = vd::string();
	m_Format = ImageFormat();
	return Status::Code::Success;
}
Exemplo n.º 3
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;
}
Exemplo n.º 4
0
#include "Texture.h"

#include <iostream>

const ImageFormat ImageFormat::IMAGE_FORMAT_SRGBA8 = ImageFormat(GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, 4, 1);
const ImageFormat ImageFormat::IMAGE_FORMAT_SRGB8 = ImageFormat(GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE, 3, 1);

const ImageFormat ImageFormat::IMAGE_FORMAT_SBGR8 = ImageFormat(GL_SRGB8, GL_BGR, GL_UNSIGNED_BYTE, 3, 1);

const ImageFormat ImageFormat::IMAGE_FORMAT_RGBA8_LINEAR = ImageFormat(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, 4, 1);
const ImageFormat ImageFormat::IMAGE_FORMAT_RGB8_LINEAR = ImageFormat(GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, 3, 1);

const ImageFormat ImageFormat::IMAGE_FORMAT_R8 = ImageFormat(GL_R8, GL_RED, GL_UNSIGNED_BYTE, 1, 1);
const ImageFormat ImageFormat::IMAGE_FORMAT_R16 = ImageFormat(GL_R16, GL_RED, GL_UNSIGNED_SHORT, 1, 2);

const ImageFormat ImageFormat::IMAGE_FORMAT_DEPTH_32F = ImageFormat(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, 1, 4);

Texture::Texture(GLenum type) : type(type), mipmapLevels(8) {
	create();
}

Texture::~Texture() {
	destroy();

	for (unsigned int i = 0; i < images.size(); ++i) {
		if (images[i].data != 0)
			delete[] images[i].data;
	}
}

void Texture::create() {
Exemplo n.º 5
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);
}
Exemplo n.º 6
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;
}