/******************************************************************************************* * * raylib [core] example - render texture * * Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * * 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) 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 [core] example - render texture"); // Define a render texture to render int renderTextureWidth = 300; int renderTextureHeight = 300; RenderTexture2D target = LoadRenderTexture(renderTextureWidth, renderTextureHeight); Vector2 ballPosition = { renderTextureWidth/2.0f, renderTextureHeight/2.0f }; Vector2 ballSpeed = { 5.0f, 4.0f }; int ballRadius = 20; float rotation = 0.0f; 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 //----------------------------------------------------- // Ball movement logic ballPosition.x += ballSpeed.x; ballPosition.y += ballSpeed.y; // Check walls collision for bouncing if ((ballPosition.x >= (renderTextureWidth - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; if ((ballPosition.y >= (renderTextureHeight - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; // Render texture rotation rotation += 0.5f; //----------------------------------------------------- // Draw //----------------------------------------------------- // Draw our scene to the render texture BeginTextureMode(target); ClearBackground(SKYBLUE); DrawCircleV(ballPosition, (float)ballRadius, MAROON); EndTextureMode(); // Draw render texture to main framebuffer BeginDrawing(); ClearBackground(RAYWHITE); // Draw our render texture with rotation applied // NOTE: We set the origin of the texture to the center of the render texture DrawTexturePro(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Rectangle){ screenWidth/2, screenHeight/2, target.texture.width, -target.texture.height }, (Vector2){ target.texture.width/2, target.texture.height/2 }, rotation, WHITE); DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK); DrawFPS(10, 10); EndDrawing(); //----------------------------------------------------- } // De-Initialization //--------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //---------------------------------------------------------- return 0; }