/******************************************************************************************* * * raylib [textures] example - Image processing * * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 1.4, last time updated with raylib 3.5 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2016-2024 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include // Required for: free() #define NUM_PROCESSES 9 typedef enum { NONE = 0, COLOR_GRAYSCALE, COLOR_TINT, COLOR_INVERT, COLOR_CONTRAST, COLOR_BRIGHTNESS, GAUSSIAN_BLUR, FLIP_VERTICAL, FLIP_HORIZONTAL } ImageProcess; static const char *processText[] = { "NO PROCESSING", "COLOR GRAYSCALE", "COLOR TINT", "COLOR INVERT", "COLOR CONTRAST", "COLOR BRIGHTNESS", "GAUSSIAN BLUR", "FLIP VERTICAL", "FLIP HORIZONTAL" }; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM) ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM) Image imCopy = ImageCopy(imOrigin); int currentProcess = NONE; bool textureReload = false; Rectangle toggleRecs[NUM_PROCESSES] = { 0 }; int mouseHoverRec = -1; for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f }; SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Mouse toggle group logic for (int i = 0; i < NUM_PROCESSES; i++) { if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i])) { mouseHoverRec = i; if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) { currentProcess = i; textureReload = true; } break; } else mouseHoverRec = -1; } // Keyboard toggle group logic if (IsKeyPressed(KEY_DOWN)) { currentProcess++; if (currentProcess > (NUM_PROCESSES - 1)) currentProcess = 0; textureReload = true; } else if (IsKeyPressed(KEY_UP)) { currentProcess--; if (currentProcess < 0) currentProcess = 7; textureReload = true; } // Reload texture when required if (textureReload) { UnloadImage(imCopy); // Unload image-copy data imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin // 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(&imCopy); break; case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break; case COLOR_INVERT: ImageColorInvert(&imCopy); break; case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break; case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break; case GAUSSIAN_BLUR: ImageBlurGaussian(&imCopy, 10); break; case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break; case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break; default: break; } Color *pixels = LoadImageColors(imCopy); // Load pixel data from image (RGBA 32bit) UpdateTexture(texture, pixels); // Update texture with new image data UnloadImageColors(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(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY); DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY); DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? 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(imOrigin); // Unload image-origin from RAM UnloadImage(imCopy); // Unload image-copy from RAM CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }