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# ****************************************************************************************** | ||
# | ||
# raylib [textures] example - Load textures from raw data | ||
# | ||
# NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) | ||
# | ||
# Example originally created with raylib 1.3, last time updated with raylib 3.5 | ||
# | ||
# Example ported to Ruby by Wilson Silva (@wilsonsilva). Works with Raylib 4.5 | ||
# | ||
# Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | ||
# BSD-like license that allows static linking with closed source software | ||
# | ||
# Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) | ||
# | ||
# ****************************************************************************************** | ||
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require 'bundler/setup' | ||
require 'raylib' | ||
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# Initialization | ||
# -------------------------------------------------------------------------------------- | ||
SCREEN_WIDTH = 800 | ||
SCREEN_HEIGHT = 450 | ||
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Raylib.init_window(SCREEN_WIDTH, SCREEN_HEIGHT, 'raylib [textures] example - texture from raw data') | ||
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# NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) | ||
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# Load RAW image data (512x512, 32bit RGBA, no file header) | ||
fudesumi_raw = Raylib.load_image_raw(File.join(__dir__, 'resources/fudesumi.raw'), 384, 512, Raylib::PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0) | ||
fudesumi = Raylib.load_texture_from_image(fudesumi_raw) # Upload CPU (RAM) image to GPU (VRAM) | ||
Raylib.unload_image(fudesumi_raw) | ||
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# Generate a checked texture by code | ||
width = 960 | ||
height = 480 | ||
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# Dynamic memory allocation to store pixels data (Color type) | ||
pixels_data = Array.new(width * height) do |i| | ||
x, y = i % width, i / width | ||
color = ((x/32 + y/32)/1) % 2 == 0 ? Raylib::ORANGE : Raylib::GOLD | ||
[color.r, color.g, color.b, color.a] | ||
end.flatten | ||
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# Convert the array to a pointer | ||
pixels = FFI::MemoryPointer.new(:uchar, width * height * 4) | ||
pixels.put_array_of_uchar(0, pixels_data) | ||
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# Load pixels data into an image structure and create texture | ||
checked_im = Raylib::Image.create( | ||
pixels, # We can assign pixels directly to data | ||
width, | ||
height, | ||
1, | ||
Raylib::PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 | ||
) | ||
checked = Raylib.load_texture_from_image(checked_im) | ||
Raylib.unload_image(checked_im) # Unload CPU (RAM) image data (pixels) | ||
# -------------------------------------------------------------------------------------- | ||
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# Main game loop | ||
until Raylib.window_should_close | ||
# Draw | ||
# ---------------------------------------------------------------------------------- | ||
Raylib.begin_drawing | ||
Raylib.clear_background(Raylib::RAYWHITE) | ||
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Raylib.draw_texture(checked, SCREEN_WIDTH/2 - checked.width/2, SCREEN_HEIGHT/2 - checked.height/2, Raylib.fade(Raylib::WHITE, 0.5)) | ||
Raylib.draw_texture(fudesumi, 430, -30, Raylib::WHITE) | ||
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Raylib.draw_text('CHECKED TEXTURE ', 84, 85, 30, Raylib::BROWN) | ||
Raylib.draw_text('GENERATED by CODE', 72, 148, 30, Raylib::BROWN) | ||
Raylib.draw_text('and RAW IMAGE LOADING', 46, 210, 30, Raylib::BROWN) | ||
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Raylib.draw_text('(c) Fudesumi sprite by Eiden Marsal', 310, SCREEN_HEIGHT - 20, 10, Raylib::BROWN) | ||
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Raylib.end_drawing | ||
# ---------------------------------------------------------------------------------- | ||
end | ||
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# De-Initialization | ||
# -------------------------------------------------------------------------------------- | ||
Raylib.unload_texture(fudesumi) # Texture unloading | ||
Raylib.unload_texture(checked) # Texture unloading | ||
Raylib.close_window # Close window and OpenGL context | ||
# -------------------------------------------------------------------------------------- |