199 lines
7.1 KiB
C++
199 lines
7.1 KiB
C++
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/*******************************************************************************************
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*
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* raylib [textures] example - Image processing
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU
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*memory (VRAM)
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
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*for details)
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: free()
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#define NUM_PROCESSES 8
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typedef enum {
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NONE = 0,
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COLOR_GRAYSCALE,
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COLOR_TINT,
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COLOR_INVERT,
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COLOR_CONTRAST,
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COLOR_BRIGHTNESS,
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FLIP_VERTICAL,
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FLIP_HORIZONTAL
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} ImageProcess;
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static const char* processText[] = {
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"NO PROCESSING", "COLOR GRAYSCALE", "COLOR TINT", "COLOR INVERT",
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"COLOR CONTRAST", "COLOR BRIGHTNESS", "FLIP VERTICAL", "FLIP HORIZONTAL"};
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int main(void) {
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight,
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"raylib [textures] example - image processing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context
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// is required)
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Image imOrigin =
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LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
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ImageFormat(
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&imOrigin,
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PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit
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// (required for texture update)
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// <-- ISSUE
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Texture2D texture = LoadTextureFromImage(
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imOrigin); // Image converted to texture, GPU memory (VRAM)
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Image imCopy = ImageCopy(imOrigin);
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int currentProcess = NONE;
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bool textureReload = false;
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Rectangle toggleRecs[NUM_PROCESSES] = {{0}};
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int mouseHoverRec = -1;
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for (int i = 0; i < NUM_PROCESSES; i++)
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toggleRecs[i] = (Rectangle){40.0f, (float)(50 + 32 * i), 150.0f, 30.0f};
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Mouse toggle group logic
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for (int i = 0; i < NUM_PROCESSES; i++) {
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if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i])) {
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mouseHoverRec = i;
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) {
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currentProcess = i;
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textureReload = true;
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}
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break;
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} else
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mouseHoverRec = -1;
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}
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// Keyboard toggle group logic
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if (IsKeyPressed(KEY_DOWN)) {
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currentProcess++;
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if (currentProcess > (NUM_PROCESSES - 1))
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currentProcess = 0;
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textureReload = true;
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} else if (IsKeyPressed(KEY_UP)) {
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currentProcess--;
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if (currentProcess < 0)
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currentProcess = 7;
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textureReload = true;
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}
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// Reload texture when required
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if (textureReload) {
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UnloadImage(imCopy); // Unload image-copy data
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imCopy =
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ImageCopy(imOrigin); // Restore image-copy from image-origin
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// NOTE: Image processing is a costly CPU process to be done every
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// frame, If image processing is required in a frame-basis, it
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// should be done with a texture and by shaders
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switch (currentProcess) {
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case COLOR_GRAYSCALE:
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ImageColorGrayscale(&imCopy);
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break;
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case COLOR_TINT:
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ImageColorTint(&imCopy, GREEN);
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break;
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case COLOR_INVERT:
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ImageColorInvert(&imCopy);
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break;
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case COLOR_CONTRAST:
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ImageColorContrast(&imCopy, -40);
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break;
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case COLOR_BRIGHTNESS:
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ImageColorBrightness(&imCopy, -80);
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break;
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case FLIP_VERTICAL:
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ImageFlipVertical(&imCopy);
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break;
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case FLIP_HORIZONTAL:
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ImageFlipHorizontal(&imCopy);
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break;
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default:
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break;
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}
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Color* pixels = LoadImageColors(
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imCopy); // Load pixel data from image (RGBA 32bit)
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UpdateTexture(texture,
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pixels); // Update texture with new image data
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UnloadImageColors(pixels); // Unload pixels data from RAM
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textureReload = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
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// Draw rectangles
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for (int i = 0; i < NUM_PROCESSES; i++) {
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DrawRectangleRec(toggleRecs[i],
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((i == currentProcess) || (i == mouseHoverRec))
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? SKYBLUE
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: LIGHTGRAY);
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DrawRectangleLines(
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(int)toggleRecs[i].x, (int)toggleRecs[i].y,
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(int)toggleRecs[i].width, (int)toggleRecs[i].height,
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((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
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DrawText(processText[i],
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(int)(toggleRecs[i].x + toggleRecs[i].width / 2 -
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MeasureText(processText[i], 10) / 2),
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(int)toggleRecs[i].y + 11, 10,
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((i == currentProcess) || (i == mouseHoverRec))
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? DARKBLUE
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: DARKGRAY);
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}
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DrawTexture(texture, screenWidth - texture.width - 60,
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screenHeight / 2 - texture.height / 2, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 60,
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screenHeight / 2 - texture.height / 2, texture.width,
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texture.height, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture from VRAM
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UnloadImage(imOrigin); // Unload image-origin from RAM
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UnloadImage(imCopy); // Unload image-copy from RAM
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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