image drawing
There is no browser build of this example yet.
Is it the same as C?
- Desktop:verified The Zig version renders a final frame that is byte-identical to the C example.
- Browser:not checked yet The browser comparison does not cover this example yet.
//! raylib [textures] example - image drawing
//!
//! NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
//!
//! Zig-API translation of examples/textures/textures_image_drawing.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
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 - image drawing");
defer rl.closeWindow(); // Close window and OpenGL context
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
var cat = try rl.loadImage("resources/cat.png"); // Load image in CPU memory (RAM)
rl.imageCrop(&cat, .{ .x = 100, .y = 10, .width = 280, .height = 380 }); // Crop an image piece
rl.imageFlipHorizontal(&cat); // Flip cropped image horizontally
rl.imageResize(&cat, 150, 200); // Resize flipped-cropped image
var parrots = try rl.loadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
const cat_width: f32 = @floatFromInt(cat.width);
const cat_height: f32 = @floatFromInt(cat.height);
rl.imageDrawImagePro(
&parrots,
cat,
.{ .x = 0, .y = 0, .width = cat_width, .height = cat_height },
.{ .x = 30, .y = 40, .width = cat_width * 1.5, .height = cat_height * 1.5 },
.{ .x = 0, .y = 0 },
0.0,
.white,
);
// Crop resulting image
rl.imageCrop(&parrots, .{
.x = 0,
.y = 50,
.width = @floatFromInt(parrots.width),
.height = @as(f32, @floatFromInt(parrots.height)) - 100,
});
// Draw on the image with a few image draw methods
rl.imageDrawPixel(&parrots, 10, 10, .ray_white);
rl.imageDrawCircleLines(&parrots, 10, 10, 5, .ray_white);
rl.imageDrawRectangle(&parrots, 5, 20, 10, 10, .ray_white);
rl.unloadImage(cat); // Unload image from RAM
// Load custom font for drawing on image
const font = try rl.loadFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
rl.imageDrawTextEx(&parrots, font, "PARROTS & CAT", .{ .x = 300, .y = 230 }, @floatFromInt(font.baseSize), -2, .white);
rl.unloadFont(font); // Unload custom font (already drawn used on image)
const texture = try rl.loadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
defer rl.unloadTexture(texture);
rl.unloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
const x = screen_width / 2 - @divTrunc(texture.width, 2);
const y = screen_height / 2 - @divTrunc(texture.height, 2) - 40;
rl.drawTexture(texture, x, y, .white);
rl.drawRectangleLines(x, y, texture.width, texture.height, .dark_gray);
rl.drawText("We are drawing only one texture from various images composed!", 240, 350, 10, .dark_gray);
rl.drawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, .dark_gray);
}
}/*******************************************************************************************
*
* raylib [textures] example - image drawing
*
* Example complexity rating: [★★☆☆] 2/4
*
* 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 1.4
*
* 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) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#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 - image drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
ImageDrawImagePro(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height },
(Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, (Vector2){ 0 }, 0.0f, WHITE);
ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
// Draw on the image with a few image draw methods
ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
ImageDrawCircleLines(&parrots, 10, 10, 5, RAYWHITE);
ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
UnloadImage(cat); // Unload image from RAM
// Load custom font for drawing on image
Font font = LoadFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, (float)font.baseSize, -2, WHITE);
UnloadFont(font); // Unload custom font (already drawn used on image)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.