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Update textures_screen_buffer.c

pull/5368/head
Ray 1 week ago
parent
commit
12cce1766f
1 changed files with 48 additions and 59 deletions
  1. +48
    -59
      examples/textures/textures_screen_buffer.c

+ 48
- 59
examples/textures/textures_screen_buffer.c View File

@ -17,16 +17,10 @@
#include "raylib.h"
#define MAX_COLORS 256
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 450
#define SCALE_FACTOR 2
// buffer size at least for screenImage pixel count
#define INDEX_BUFFER_SIZE ((SCREEN_WIDTH * SCREEN_HEIGHT) / SCALE_FACTOR)
#define FLAME_WIDTH (SCREEN_WIDTH / SCALE_FACTOR)
#include <stdlib.h> // Required for: calloc(), free()
k">static void GeneretePalette(Color *palette);
k">static void ClearIndexBuffer(unsigned char *buffer, int count);
#define MAX_COLORS 256
#define SCALE_FACTOR 2
//------------------------------------------------------------------------------------
// Program main entry point
@ -35,22 +29,31 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = SCREEN_WIDTH;
const int screenHeight = SCREEN_HEIGHT;
const int pixelScale = SCALE_FACTOR;
const int imageWidth = screenWidth / pixelScale;
const int imageHeight = screenHeight / pixelScale;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - screen buffer");
Color palette[MAX_COLORS] = {0};
unsigned char indexBuffer[INDEX_BUFFER_SIZE] = {0};
unsigned char flameRootBuffer[FLAME_WIDTH] = {0};
int imageWidth = screenWidth/SCALE_FACTOR;
int imageHeight = screenHeight/SCALE_FACTOR;
int flameWidth = screenWidth/SCALE_FACTOR;
Color palette[MAX_COLORS] = { 0 };
unsigned char *indexBuffer = RL_CALLOC(imageWidth*imageWidth, sizeof(unsigned char));
unsigned char *flameRootBuffer = RL_CALLOC(flameWidth, sizeof(unsigned char));
Image screenImage = GenImageColor(imageWidth, imageHeight, BLACK);
Texture screenTexture = LoadTextureFromImage(screenImage);
GeneretePalette(palette);
ClearIndexBuffer(indexBuffer, INDEX_BUFFER_SIZE);
ClearIndexBuffer(flameRootBuffer, FLAME_WIDTH);
// Generate flame color palette
for (int i = 0; i < MAX_COLORS; i++)
{
float t = (float)i/(float)(MAX_COLORS - 1);
float hue = t*t;
float saturation = t;
float value = t;
palette[i] = ColorFromHSV(250.0f + 150.0f*hue, saturation, value);
}
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -58,8 +61,10 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Grow flameRoot
for (int x = 2; x < FLAME_WIDTH; ++x)
for (int x = 2; x < flameWidth; x++)
{
unsigned short flame = flameRootBuffer[x];
if (flame == 255) continue;
@ -68,26 +73,26 @@ int main(void)
flameRootBuffer[x] = flame;
}
// transfer flameRoot to indexBuffer
for (int x = 0; x < FLAME_WIDTH; ++x)
// Transfer flameRoot to indexBuffer
for (int x = 0; x < flameWidth; x++)
{
int i = x + (imageHeight - 1) * imageWidth;
int i = x + (imageHeight - 1)*imageWidth;
indexBuffer[i] = flameRootBuffer[x];
}
// Clear top row, because it can't move any higher
for (int x = 0; x < imageWidth; o">++x)
for (int x = 0; x < imageWidth; n">x++)
{
if (indexBuffer[x] == 0) continue;
indexBuffer[x] = 0;
}
// Skip top row, it is already cleared
for (int y = 1; y < imageHeight; o">++y)
for (int y = 1; y < imageHeight; n">y++)
{
for (int x = 0; x < imageWidth; o">++x)
for (int x = 0; x < imageWidth; n">x++)
{
unsigned i = x + y * imageWidth;
unsigned kt">int i = x + y*imageWidth;
unsigned char colorIndex = indexBuffer[i];
if (colorIndex == 0) continue;
@ -97,19 +102,19 @@ int main(void)
int newX = x + moveX;
if (newX < 0 || newX >= imageWidth) continue;
unsigned i_above = i - imageWidth + moveX;
unsigned kt">int iabove = i - imageWidth + moveX;
int decay = GetRandomValue(0, 3);
colorIndex -= (decay < colorIndex) ? decay : colorIndex;
indexBuffer[i_above] = colorIndex;
colorIndex -= (decay < colorIndex)? decay : colorIndex;
indexBuffer[iabove] = colorIndex;
}
}
// Update screenImage with palette colors
for (int y = 1; y < imageHeight; o">++y)
for (int y = 1; y < imageHeight; n">y++)
{
for (int x = 0; x < imageWidth; o">++x)
for (int x = 0; x < imageWidth; n">x++)
{
unsigned i = x + y * imageWidth;
unsigned kt">int i = x + y*imageWidth;
unsigned char colorIndex = indexBuffer[i];
Color col = palette[colorIndex];
ImageDrawPixel(&screenImage, x, y, col);
@ -117,19 +122,24 @@ int main(void)
}
UpdateTexture(screenTexture, screenImage.data);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
const Vector2 origin = (Vector2){0, 0};
const float rotation = 0.f;
DrawTextureEx(screenTexture, origin, rotation, pixelScale, WHITE);
ClearBackground(RAYWHITE);
DrawTextureEx(screenTexture, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
RL_FREE(indexBuffer);
RL_FREE(flameRootBuffer);
UnloadTexture(screenTexture);
UnloadImage(screenImage);
@ -138,24 +148,3 @@ int main(void)
return 0;
}
static void GeneretePalette(Color *palette)
{
for (int i = 0; i < MAX_COLORS; ++i)
{
float t = (float)i/(float)(MAX_COLORS - 1);
float hue = t * t;
float saturation = t;
float value = t;
palette[i] = ColorFromHSV(250.f + 150.f * hue, saturation, value);
}
}
static void ClearIndexBuffer(unsigned char *buffer, int count)
{
// Use memset to set to ZERO, but for demonstration a plain for loop is used
for (int i = 0; i < count; ++i)
{
buffer[i] = 0;
}
}

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