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blend modes

★☆☆☆by Karlo Licudine (@accidentalrebel)

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//! raylib [textures] example - blend modes
//!
//! NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
//!
//! Zig-API translation of examples/textures/textures_blend_modes.c (raylib 6.2).
//! Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2020-2025 Karlo Licudine (@accidentalrebel)

const rl = @import("raylib");

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [textures] example - blend modes");
    defer rl.closeWindow(); // Close window and OpenGL context

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
    const bg_image = try rl.loadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
    const bg_texture = try rl.loadTextureFromImage(bg_image); // Image converted to texture, GPU memory (VRAM)
    defer rl.unloadTexture(bg_texture);

    const fg_image = try rl.loadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
    const fg_texture = try rl.loadTextureFromImage(fg_image); // Image converted to texture, GPU memory (VRAM)
    defer rl.unloadTexture(fg_texture);

    // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
    rl.unloadImage(bg_image);
    rl.unloadImage(fg_image);

    // The blend modes cycled through with SPACE
    const blend_modes = [_]rl.BlendMode{ .alpha, .additive, .multiplied, .add_colors };
    var blend_index: usize = 0;

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isKeyPressed(.space)) blend_index = (blend_index + 1) % blend_modes.len;
        const blend_mode = blend_modes[blend_index];

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        rl.drawTexture(bg_texture, @divTrunc(screen_width, 2) - @divTrunc(bg_texture.width, 2), @divTrunc(screen_height, 2) - @divTrunc(bg_texture.height, 2), .white);

        // Apply the blend mode and then draw the foreground texture
        rl.beginBlendMode(blend_mode);
        rl.drawTexture(fg_texture, @divTrunc(screen_width, 2) - @divTrunc(fg_texture.width, 2), @divTrunc(screen_height, 2) - @divTrunc(fg_texture.height, 2), .white);
        rl.endBlendMode();

        // Draw the texts
        rl.drawText("Press SPACE to change blend modes.", 310, 350, 10, .gray);

        const label: [:0]const u8 = switch (blend_mode) {
            .alpha => "Current: BLEND_ALPHA",
            .additive => "Current: BLEND_ADDITIVE",
            .multiplied => "Current: BLEND_MULTIPLIED",
            .add_colors => "Current: BLEND_ADD_COLORS",
            else => unreachable,
        };
        rl.drawText(label, (screen_width / 2) - 60, 370, 10, .gray);

        rl.drawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screen_width - 330, screen_height - 20, 10, .gray);
    }
}
/*******************************************************************************************
*
*   raylib [textures] example - blend modes
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
*   Example originally created with raylib 3.5, last time updated with raylib 3.5
*
*   Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
*
*   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) 2020-2025 Karlo Licudine (@accidentalrebel)
*
********************************************************************************************/

#include "raylib.h"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
    Image bgImage = LoadImage("resources/cyberpunk_street_background.png");     // Loaded in CPU memory (RAM)
    Texture2D bgTexture = LoadTextureFromImage(bgImage);          // Image converted to texture, GPU memory (VRAM)

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

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

    const int blendCountMax = 4;
    BlendMode blendMode = 0;

    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
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_SPACE))
        {
            if (blendMode >= (blendCountMax - 1)) blendMode = 0;
            else blendMode++;
        }
        //----------------------------------------------------------------------------------

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

            ClearBackground(RAYWHITE);

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

            // Apply the blend mode and then draw the foreground texture
            BeginBlendMode(blendMode);
                DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
            EndBlendMode();

            // Draw the texts
            DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);

            switch (blendMode)
            {
                case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth/2) - 60, 370, 10, GRAY); break;
                case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth/2) - 60, 370, 10, GRAY); break;
                case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth/2) - 60, 370, 10, GRAY); break;
                case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth/2) - 60, 370, 10, GRAY); break;
                default: break;
            }

            DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);

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

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(fgTexture); // Unload foreground texture
    UnloadTexture(bgTexture); // Unload background texture

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

    return 0;
}

From raylib 6.2. The original on GitHub.