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image generation

★★☆☆by Wilhem Barbier (@nounoursheureux)

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//! raylib [textures] example - image generation
//!
//! Zig-API translation of examples/textures/textures_image_generation.c (raylib 6.2).
//! Example contributed by Wilhem Barbier (@nounoursheureux) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2017-2025 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

/// On-screen label of each generated texture
const Label = struct { text: [:0]const u8, x: i32, color: rl.Color };

// Currently we have 8 generation algorithms but some have multiple purposes (Linear and Square Gradients)
const labels = [_]Label{
    .{ .text = "VERTICAL GRADIENT", .x = 560, .color = .ray_white },
    .{ .text = "HORIZONTAL GRADIENT", .x = 540, .color = .ray_white },
    .{ .text = "DIAGONAL GRADIENT", .x = 540, .color = .ray_white },
    .{ .text = "RADIAL GRADIENT", .x = 580, .color = .light_gray },
    .{ .text = "SQUARE GRADIENT", .x = 580, .color = .light_gray },
    .{ .text = "CHECKED", .x = 680, .color = .ray_white },
    .{ .text = "WHITE NOISE", .x = 640, .color = .red },
    .{ .text = "PERLIN NOISE", .x = 640, .color = .red },
    .{ .text = "CELLULAR", .x = 670, .color = .ray_white },
};

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

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

    const images = [labels.len]rl.Image{
        rl.genImageGradientLinear(screen_width, screen_height, 0, .red, .blue), // vertical
        rl.genImageGradientLinear(screen_width, screen_height, 90, .red, .blue), // horizontal
        rl.genImageGradientLinear(screen_width, screen_height, 45, .red, .blue), // diagonal
        rl.genImageGradientRadial(screen_width, screen_height, 0.0, .white, .black),
        rl.genImageGradientSquare(screen_width, screen_height, 0.0, .white, .black),
        rl.genImageChecked(screen_width, screen_height, 32, 32, .red, .blue),
        rl.genImageWhiteNoise(screen_width, screen_height, 0.5),
        rl.genImagePerlinNoise(screen_width, screen_height, 50, 50, 4.0),
        rl.genImageCellular(screen_width, screen_height, 32),
    };

    var textures: [labels.len]rl.Texture2D = undefined;
    var loaded: usize = 0;
    // Unload textures data (GPU VRAM)
    defer for (textures[0..loaded]) |texture| rl.unloadTexture(texture);
    for (images) |image| {
        textures[loaded] = try rl.loadTextureFromImage(image);
        loaded += 1;
    }

    // Unload image data (CPU RAM)
    for (images) |image| rl.unloadImage(image);

    var current_texture: usize = 0;

    rl.setTargetFPS(60);

    // Main game loop
    while (!rl.windowShouldClose()) {
        // Update
        if (rl.isMouseButtonPressed(.left) or rl.isKeyPressed(.right)) {
            current_texture = (current_texture + 1) % textures.len; // Cycle between the textures
        }

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

        rl.clearBackground(.ray_white);

        rl.drawTexture(textures[current_texture], 0, 0, .white);

        rl.drawRectangle(30, 400, 325, 30, rl.fade(.sky_blue, 0.5));
        rl.drawRectangleLines(30, 400, 325, 30, rl.fade(.white, 0.5));
        rl.drawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, .white);

        const label = labels[current_texture];
        rl.drawText(label.text, label.x, 10, 20, label.color);
    }
}
/*******************************************************************************************
*
*   raylib [textures] example - image generation
*
*   Example complexity rating: [★★☆☆] 2/4
*
*   Example originally created with raylib 1.8, last time updated with raylib 1.8
*
*   Example contributed by Wilhem Barbier (@nounoursheureux) 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) 2017-2025 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define NUM_TEXTURES  9      // Currently we have 8 generation algorithms but some have multiple purposes (Linear and Square Gradients)

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

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image generation");

    Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, RED, BLUE);
    Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, RED, BLUE);
    Image diagonalGradient = GenImageGradientLinear(screenWidth, screenHeight, 45, RED, BLUE);
    Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
    Image squareGradient = GenImageGradientSquare(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
    Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
    Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
    Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
    Image cellular = GenImageCellular(screenWidth, screenHeight, 32);

    Texture2D textures[NUM_TEXTURES] = { 0 };

    textures[0] = LoadTextureFromImage(verticalGradient);
    textures[1] = LoadTextureFromImage(horizontalGradient);
    textures[2] = LoadTextureFromImage(diagonalGradient);
    textures[3] = LoadTextureFromImage(radialGradient);
    textures[4] = LoadTextureFromImage(squareGradient);
    textures[5] = LoadTextureFromImage(checked);
    textures[6] = LoadTextureFromImage(whiteNoise);
    textures[7] = LoadTextureFromImage(perlinNoise);
    textures[8] = LoadTextureFromImage(cellular);

    // Unload image data (CPU RAM)
    UnloadImage(verticalGradient);
    UnloadImage(horizontalGradient);
    UnloadImage(diagonalGradient);
    UnloadImage(radialGradient);
    UnloadImage(squareGradient);
    UnloadImage(checked);
    UnloadImage(whiteNoise);
    UnloadImage(perlinNoise);
    UnloadImage(cellular);

    int currentTexture = 0;

    SetTargetFPS(60);
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
        {
            currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
        }
        //----------------------------------------------------------------------------------

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

            ClearBackground(RAYWHITE);

            DrawTexture(textures[currentTexture], 0, 0, WHITE);

            DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
            DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
            DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);

            switch (currentTexture)
            {
                case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
                case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
                case 2: DrawText("DIAGONAL GRADIENT", 540, 10, 20, RAYWHITE); break;
                case 3: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
                case 4: DrawText("SQUARE GRADIENT", 580, 10, 20, LIGHTGRAY); break;
                case 5: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
                case 6: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
                case 7: DrawText("PERLIN NOISE", 640, 10, 20, RED); break;
                case 8: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
                default: break;
            }

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

    // De-Initialization
    //--------------------------------------------------------------------------------------

    // Unload textures data (GPU VRAM)
    for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);

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

    return 0;
}

From raylib 6.2. The original on GitHub.