raylib/ports/textures/textures_blend_modes
Licence This example has its own licence, rather than Odin's: raylib/ports/LICENSE
These are ported Raylib examples, and as such, they are subject to Raylib's license.
Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
The rest of the licence
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.
Code
textures_blend_modes.odin ¶105 linesSource
1/*******************************************************************************************
2*
3* raylib [textures] example - blend modes
4*
5* Example complexity rating: [★☆☆☆] 1/4
6*
7* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
8*
9* Example originally created with raylib 3.5, last time updated with raylib 3.5
10*
11* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
12*
13* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
14* BSD-like license that allows static linking with closed source software
15*
16* Copyright (c) 2020-2025 Karlo Licudine (@accidentalrebel)
17*
18********************************************************************************************/
19
20package raylib_examples
21
22import rl "vendor:raylib"
23
24//------------------------------------------------------------------------------------
25// Program main entry point
26//------------------------------------------------------------------------------------
27main :: proc() {
28 // Initialization
29 //--------------------------------------------------------------------------------------
30 SCREEN_WIDTH :: 800
31 SCREEN_HEIGHT :: 450
32
33 rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [textures] example - blend modes")
34
35 // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
36 bg_image := rl.LoadImage("resources/cyberpunk_street_background.png") // Loaded in CPU memory (RAM)
37 bg_texture := rl.LoadTextureFromImage(bg_image) // Image converted to texture, GPU memory (VRAM)
38
39 fg_image := rl.LoadImage("resources/cyberpunk_street_foreground.png") // Loaded in CPU memory (RAM)
40 fg_texture := rl.LoadTextureFromImage(fg_image) // Image converted to texture, GPU memory (VRAM)
41
42 // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
43 rl.UnloadImage(bg_image)
44 rl.UnloadImage(fg_image)
45
46 BLEND_COUNT_MAX :: 4
47 blend_mode := rl.BlendMode(0)
48
49 rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
50 //---------------------------------------------------------------------------------------
51
52 // Main game loop
53 for !rl.WindowShouldClose() { // Detect window close button or ESC key
54 // Update
55 //----------------------------------------------------------------------------------
56 if rl.IsKeyPressed(.SPACE) {
57 if int(blend_mode) >= BLEND_COUNT_MAX - 1 {
58 blend_mode = rl.BlendMode(0)
59 } else {
60 blend_mode = rl.BlendMode(int(blend_mode) + 1)
61 }
62 }
63 //----------------------------------------------------------------------------------
64
65 // Draw
66 //----------------------------------------------------------------------------------
67 rl.BeginDrawing()
68
69 rl.ClearBackground(rl.RAYWHITE)
70
71 rl.DrawTexture(bg_texture, SCREEN_WIDTH/2 - bg_texture.width/2, SCREEN_HEIGHT/2 - bg_texture.height/2, rl.WHITE)
72
73 // Apply the blend mode and then draw the foreground texture
74 rl.BeginBlendMode(blend_mode)
75 rl.DrawTexture(fg_texture, SCREEN_WIDTH/2 - fg_texture.width/2, SCREEN_HEIGHT/2 - fg_texture.height/2, rl.WHITE)
76 rl.EndBlendMode()
77
78 // Draw the texts
79 rl.DrawText("Press SPACE to change blend modes.", 310, 350, 10, rl.GRAY)
80
81 #partial switch blend_mode {
82 case .ALPHA:
83 rl.DrawText("Current: BLEND_ALPHA", (SCREEN_WIDTH/2) - 60, 370, 10, rl.GRAY)
84 case .ADDITIVE:
85 rl.DrawText("Current: BLEND_ADDITIVE", (SCREEN_WIDTH/2) - 60, 370, 10, rl.GRAY)
86 case .MULTIPLIED:
87 rl.DrawText("Current: BLEND_MULTIPLIED", (SCREEN_WIDTH/2) - 60, 370, 10, rl.GRAY)
88 case .ADD_COLORS:
89 rl.DrawText("Current: BLEND_ADD_COLORS", (SCREEN_WIDTH/2) - 60, 370, 10, rl.GRAY)
90 }
91
92 rl.DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", SCREEN_WIDTH - 330, SCREEN_HEIGHT - 20, 10, rl.GRAY)
93
94 rl.EndDrawing()
95 //----------------------------------------------------------------------------------
96 }
97
98 // De-Initialization
99 //--------------------------------------------------------------------------------------
100 rl.UnloadTexture(fg_texture) // Unload foreground texture
101 rl.UnloadTexture(bg_texture) // Unload background texture
102
103 rl.CloseWindow() // Close window and OpenGL context
104 //--------------------------------------------------------------------------------------
105}