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raw data

★★★☆by Ramon Santamaria (@raysan5)

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//! raylib [textures] example - raw data
//!
//! NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
//!
//! Zig-API translation of examples/textures/textures_raw_data.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)

const std = @import("std");
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 - raw data");
    defer rl.closeWindow(); // Close window and OpenGL context

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    // Load RAW image data (512x512, 32bit RGBA, no file header)
    const fudesumi_raw = try rl.loadImageRaw("resources/fudesumi.raw", 384, 512, .uncompressed_r8g8b8a8, 0);
    const fudesumi = try rl.loadTextureFromImage(fudesumi_raw); // Upload CPU (RAM) image to GPU (VRAM)
    defer rl.unloadTexture(fudesumi); // Texture unloading
    rl.unloadImage(fudesumi_raw); // Unload CPU (RAM) image data

    // Generate a checked texture by code
    const im_width = 960;
    const im_height = 480;

    // Pixels data (Color type), owned here: the image below only borrows it,
    // so it is freed with the allocator rather than with UnloadImage()
    const allocator = std.heap.page_allocator;
    const pixels = try allocator.alloc(rl.Color, im_width * im_height);
    defer allocator.free(pixels);

    for (0..im_height) |y| {
        for (0..im_width) |x| {
            pixels[y * im_width + x] = if ((x / 32 + y / 32) % 2 == 0) .orange else .gold;
        }
    }

    // Load pixels data into an image structure and create texture
    // NOTE: We can assign pixels directly to data because Color is R8G8B8A8
    // data structure defining that pixelformat, format must be set properly
    const checked_im: rl.Image = .{
        .data = pixels.ptr,
        .width = im_width,
        .height = im_height,
        .format = .uncompressed_r8g8b8a8,
        .mipmaps = 1,
    };

    const checked = try rl.loadTextureFromImage(checked_im);
    defer rl.unloadTexture(checked); // Texture unloading

    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(checked, screen_width / 2 - @divTrunc(checked.width, 2), screen_height / 2 - @divTrunc(checked.height, 2), rl.fade(.white, 0.5));
        rl.drawTexture(fudesumi, 430, -30, .white);

        rl.drawText("CHECKED TEXTURE ", 84, 85, 30, .brown);
        rl.drawText("GENERATED by CODE", 72, 148, 30, .brown);
        rl.drawText("and RAW IMAGE LOADING", 46, 210, 30, .brown);

        rl.drawText("(c) Fudesumi sprite by Eiden Marsal", 310, screen_height - 20, 10, .brown);
    }
}
/*******************************************************************************************
*
*   raylib [textures] example - raw data
*
*   Example complexity rating: [★★★☆] 3/4
*
*   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 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 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 - raw data");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    // Load RAW image data (512x512, 32bit RGBA, no file header)
    Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
    Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);  // Upload CPU (RAM) image to GPU (VRAM)
    UnloadImage(fudesumiRaw);                                // Unload CPU (RAM) image data

    // Generate a checked texture by code
    int imWidth = 960;
    int imHeight = 480;

    // Dynamic memory allocation to store pixels data (Color type)
    // WARNING: Using raylib provided MemAlloc() that uses default raylib
    // internal memory allocator, so this data can be freed using UnloadImage()
    // that also uses raylib internal memory de-allocator
    Color *pixels = (Color *)MemAlloc(imWidth*imHeight*sizeof(Color));

    for (int y = 0; y < imHeight; y++)
    {
        for (int x = 0; x < imWidth; x++)
        {
            if (((x/32+y/32)/1)%2 == 0) pixels[y*imWidth + x] = ORANGE;
            else pixels[y*imWidth + x] = GOLD;
        }
    }

    // Load pixels data into an image structure and create texture
    // NOTE: We can assign pixels directly to data because Color is R8G8B8A8
    // data structure defining that pixelformat, format must be set properly
    Image checkedIm = {
        .data = pixels,
        .width = imWidth,
        .height = imHeight,
        .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
        .mipmaps = 1
    };

    Texture2D checked = LoadTextureFromImage(checkedIm);
    UnloadImage(checkedIm);         // Unload CPU (RAM) image data (pixels)

    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(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
            DrawTexture(fudesumi, 430, -30, WHITE);

            DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
            DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
            DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);

            DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);

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

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(fudesumi);    // Texture unloading
    UnloadTexture(checked);     // Texture unloading

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

    return 0;
}

From raylib 6.2. The original on GitHub.