LoadBufferFormatted, SetBufferData and CopyBufferData. Compressed resource file example.
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94
examples/compressed_resource_file/main.lua
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94
examples/compressed_resource_file/main.lua
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-- Simple example to store compressed image to file.
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-- To store multiple assets, some sort of addressing would be required.
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Vector2 = require( "vector2" )
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local texture = nil
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local dataFileName = "data"
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local compress = true
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-- local compress = false
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local function writeDataFile( path )
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local image = RL.LoadImage( RL.GetBasePath().."../resources/images/arcade_platformerV2.png" )
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if not image then
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return
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end
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local imgData = {
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size = Vector2:newT( RL.GetImageSize( image ) ),
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mipmaps = RL.GetImageMipmaps( image ),
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format = RL.GetImageFormat( image ),
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data = RL.GetImageData( image ),
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}
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-- Header and image data. We devide imgData.data by 4 since we use unsigned ints as buffer type.
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local totalLength = 4 + RL.GetBufferLength( imgData.data ) / 4
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local buffer = RL.LoadBufferFormatted( totalLength, RL.BUFFER_UNSIGNED_INT, 0 )
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RL.SetBufferData( buffer, 0, imgData.size.x )
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RL.SetBufferData( buffer, 1, imgData.size.y )
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RL.SetBufferData( buffer, 2, imgData.mipmaps )
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RL.SetBufferData( buffer, 3, imgData.format )
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RL.CopyBufferData( buffer, imgData.data, 4, 0, RL.GetBufferLength( imgData.data ) )
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if compress then
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RL.ExportBuffer( RL.CompressData( buffer ), path )
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else
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RL.ExportBuffer( buffer, path )
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end
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end
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local function loadDataFile( path )
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local buffer = RL.LoadBufferFromFile( path, RL.BUFFER_UNSIGNED_INT )
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if not buffer then
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return
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end
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if compress then
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buffer = RL.DecompressData( buffer )
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end
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local imgData = {
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size = Vector2:newT( RL.GetBufferData( buffer, 0, 2 ) ),
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mipmaps = RL.GetBufferData( buffer, 2, 1 )[1],
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format = RL.GetBufferData( buffer, 3, 1 )[1],
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data = nil,
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}
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local imageDataSize = RL.GetPixelDataSize( imgData.size, imgData.format )
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imgData.data = RL.LoadBufferFormatted( imageDataSize, RL.BUFFER_UNSIGNED_CHAR, 0 )
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RL.CopyBufferData( imgData.data, buffer, 0, 4, imageDataSize / 4 )
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local image = RL.LoadImageFromData(
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imgData.data,
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imgData.size,
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imgData.mipmaps,
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imgData.format
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)
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texture = RL.LoadTextureFromImage( image )
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end
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function RL.init()
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RL.SetWindowTitle( "Compressed resource file" )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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local path = RL.GetBasePath()..dataFileName
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writeDataFile( path )
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loadDataFile( path )
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end
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function RL.update( delta )
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end
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function RL.draw()
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RL.ClearBackground( RL.RAYWHITE )
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if texture then
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RL.DrawTextureEx( texture, { 0, 0 }, 0, 2, RL.WHITE )
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end
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end
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