/*******************************************************************************************
|
|
*
|
|
* 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"
|
|
|
|
#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)
|
|
|
|
static void GeneretePalette(Color *palette);
|
|
static void ClearIndexBuffer(unsigned char *buffer, int count);
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
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;
|
|
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};
|
|
|
|
Image screenImage = GenImageColor(imageWidth, imageHeight, BLACK);
|
|
Texture screenTexture = LoadTextureFromImage(screenImage);
|
|
GeneretePalette(palette);
|
|
ClearIndexBuffer(indexBuffer, INDEX_BUFFER_SIZE);
|
|
ClearIndexBuffer(flameRootBuffer, FLAME_WIDTH);
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Grow flameRoot
|
|
for (int x = 2; x < FLAME_WIDTH; ++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 < FLAME_WIDTH; ++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 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 i_above = i - imageWidth + moveX;
|
|
int decay = GetRandomValue(0, 3);
|
|
colorIndex -= (decay < colorIndex) ? decay : colorIndex;
|
|
indexBuffer[i_above] = colorIndex;
|
|
}
|
|
}
|
|
|
|
// Update screenImage with palette colors
|
|
for (int y = 1; y < imageHeight; ++y)
|
|
{
|
|
for (int x = 0; x < imageWidth; ++x)
|
|
{
|
|
unsigned i = x + y * imageWidth;
|
|
unsigned char colorIndex = indexBuffer[i];
|
|
Color col = palette[colorIndex];
|
|
ImageDrawPixel(&screenImage, x, y, col);
|
|
}
|
|
}
|
|
|
|
UpdateTexture(screenTexture, screenImage.data);
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
const Vector2 origin = (Vector2){0, 0};
|
|
const float rotation = 0.f;
|
|
DrawTextureEx(screenTexture, origin, rotation, pixelScale, WHITE);
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
UnloadTexture(screenTexture);
|
|
UnloadImage(screenImage);
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
}
|