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/*******************************************************************************************
*
* raylib [textures] example - screen buffer
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Agnis Aldiņš (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
*
* 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 Agnis Aldiņš (@nezvers)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#define MAX_COLORS 256
#define SCALE_FACTOR 2
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - screen buffer");
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);
// 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);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Grow flameRoot
for (int x = 2; x < flameWidth; x++)
{
unsigned short flame = flameRootBuffer[x];
if (flame == 255) continue;
flame += GetRandomValue(0, 2);
if (flame > 255) flame = 255;
flameRootBuffer[x] = flame;
}
// Transfer flameRoot to indexBuffer
for (int x = 0; x < flameWidth; x++)
{
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; x++)
{
if (indexBuffer[x] == 0) continue;
indexBuffer[x] = 0;
}
// Skip top row, it is already cleared
for (int y = 1; y < imageHeight; y++)
{
for (int x = 0; x < imageWidth; x++)
{
unsigned int i = x + y*imageWidth;
unsigned char colorIndex = indexBuffer[i];
if (colorIndex == 0) continue;
// Move pixel a row above
indexBuffer[i] = 0;
int moveX = GetRandomValue(0, 2) - 1;
int newX = x + moveX;
if (newX < 0 || newX >= imageWidth) continue;
unsigned int iabove = i - imageWidth + moveX;
int decay = GetRandomValue(0, 3);
colorIndex -= (decay < colorIndex)? decay : colorIndex;
indexBuffer[iabove] = colorIndex;
}
}
// Update screenImage with palette colors
for (int y = 1; y < imageHeight; y++)
{
for (int x = 0; x < imageWidth; x++)
{
unsigned int i = x + y*imageWidth;
unsigned char colorIndex = indexBuffer[i];
Color col = palette[colorIndex];
ImageDrawPixel(&screenImage, x, y, col);
}
}
UpdateTexture(screenTexture, screenImage.data);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}