image kernel
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//! raylib [textures] example - image kernel
//!
//! NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
//!
//! Zig-API translation of examples/textures/textures_image_kernel.c (raylib 6.2).
//! Example contributed by Karim Salem (@kimo-s) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Karim Salem (@kimo-s)
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 kernel");
defer rl.closeWindow(); // Close window and OpenGL context
var image = try rl.loadImage("resources/cat.png"); // Loaded in CPU memory (RAM)
var gaussian_kernel = [_]f32{
1.0, 2.0, 1.0,
2.0, 4.0, 2.0,
1.0, 2.0, 1.0,
};
var sobel_kernel = [_]f32{
1.0, 0.0, -1.0,
2.0, 0.0, -2.0,
1.0, 0.0, -1.0,
};
var sharpen_kernel = [_]f32{
0.0, -1.0, 0.0,
-1.0, 5.0, -1.0,
0.0, -1.0, 0.0,
};
normalizeKernel(&gaussian_kernel);
normalizeKernel(&sharpen_kernel);
normalizeKernel(&sobel_kernel);
var cat_sharpend = rl.imageCopy(image);
rl.imageKernelConvolution(&cat_sharpend, &sharpen_kernel);
var cat_sobel = rl.imageCopy(image);
rl.imageKernelConvolution(&cat_sobel, &sobel_kernel);
var cat_gaussian = rl.imageCopy(image);
for (0..6) |_| rl.imageKernelConvolution(&cat_gaussian, &gaussian_kernel);
const crop: rl.Rectangle = .{ .x = 0, .y = 0, .width = 200, .height = 450 };
rl.imageCrop(&image, crop);
rl.imageCrop(&cat_gaussian, crop);
rl.imageCrop(&cat_sobel, crop);
rl.imageCrop(&cat_sharpend, crop);
// Images converted to texture, GPU memory (VRAM)
const texture = try rl.loadTextureFromImage(image);
defer rl.unloadTexture(texture);
const cat_sharpend_texture = try rl.loadTextureFromImage(cat_sharpend);
defer rl.unloadTexture(cat_sharpend_texture);
const cat_sobel_texture = try rl.loadTextureFromImage(cat_sobel);
defer rl.unloadTexture(cat_sobel_texture);
const cat_gaussian_texture = try rl.loadTextureFromImage(cat_gaussian);
defer rl.unloadTexture(cat_gaussian_texture);
// Once images have been converted to texture and uploaded to VRAM,
// they can be unloaded from RAM
rl.unloadImage(image);
rl.unloadImage(cat_gaussian);
rl.unloadImage(cat_sobel);
rl.unloadImage(cat_sharpend);
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
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawTexture(cat_sharpend_texture, 0, 0, .white);
rl.drawTexture(cat_sobel_texture, 200, 0, .white);
rl.drawTexture(cat_gaussian_texture, 400, 0, .white);
rl.drawTexture(texture, 600, 0, .white);
}
}
/// Scale the kernel so its weights sum to 1 (left as is when they sum to 0).
fn normalizeKernel(kernel: []f32) void {
var sum: f32 = 0.0;
for (kernel) |weight| sum += weight;
if (sum != 0.0) {
for (kernel) |*weight| weight.* /= sum;
}
}/*******************************************************************************************
*
* raylib [textures] example - image kernel
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example contributed by Karim Salem (@kimo-s) and reviewed by Ramon Santamaria (@raysan5)
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* 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) 2015-2025 Karim Salem (@kimo-s)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void NormalizeKernel(float *kernel, int size);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image kernel");
Image image = LoadImage("resources/cat.png"); // Loaded in CPU memory (RAM)
float gaussiankernel[] = {
1.0f, 2.0f, 1.0f,
2.0f, 4.0f, 2.0f,
1.0f, 2.0f, 1.0f
};
float sobelkernel[] = {
1.0f, 0.0f, -1.0f,
2.0f, 0.0f, -2.0f,
1.0f, 0.0f, -1.0f
};
float sharpenkernel[] = {
0.0f, -1.0f, 0.0f,
-1.0f, 5.0f, -1.0f,
0.0f, -1.0f, 0.0f
};
NormalizeKernel(gaussiankernel, 9);
NormalizeKernel(sharpenkernel, 9);
NormalizeKernel(sobelkernel, 9);
Image catSharpend = ImageCopy(image);
ImageKernelConvolution(&catSharpend, sharpenkernel, 9);
Image catSobel = ImageCopy(image);
ImageKernelConvolution(&catSobel, sobelkernel, 9);
Image catGaussian = ImageCopy(image);
for (int i = 0; i < 6; i++)
{
ImageKernelConvolution(&catGaussian, gaussiankernel, 9);
}
ImageCrop(&image, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catGaussian, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catSobel, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catSharpend, (Rectangle){ 0, 0, (float)200, (float)450 });
// Images converted to texture, GPU memory (VRAM)
Texture2D texture = LoadTextureFromImage(image);
Texture2D catSharpendTexture = LoadTextureFromImage(catSharpend);
Texture2D catSobelTexture = LoadTextureFromImage(catSobel);
Texture2D catGaussianTexture = LoadTextureFromImage(catGaussian);
// Once images have been converted to texture and uploaded to VRAM,
// they can be unloaded from RAM
UnloadImage(image);
UnloadImage(catGaussian);
UnloadImage(catSobel);
UnloadImage(catSharpend);
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(catSharpendTexture, 0, 0, WHITE);
DrawTexture(catSobelTexture, 200, 0, WHITE);
DrawTexture(catGaussianTexture, 400, 0, WHITE);
DrawTexture(texture, 600, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
UnloadTexture(catGaussianTexture);
UnloadTexture(catSobelTexture);
UnloadTexture(catSharpendTexture);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
static void NormalizeKernel(float *kernel, int size)
{
float sum = 0.0f;
for (int i = 0; i < size; i++) sum += kernel[i];
if (sum != 0.0f)
{
for (int i = 0; i < size; i++) kernel[i] /= sum;
}
}From raylib 6.2. The original on GitHub.