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REXM: ADDED: example: core_render_texture
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examples/core/core_render_texture.c
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examples/core/core_render_texture.c
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/*******************************************************************************************
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*
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* raylib [core] example - render texture
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 @raysan5 (@ Santamaria")
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//---------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - render texture");
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// Define a render texture to render
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int renderTextureWidth = 300;
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int renderTextureHeight = 300;
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RenderTexture2D target = LoadRenderTexture(renderTextureWidth, renderTextureHeight);
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Vector2 ballPosition = { renderTextureWidth/2.0f, renderTextureHeight/2.0f };
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Vector2 ballSpeed = { 5.0f, 4.0f };
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int ballRadius = 20;
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//----------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//-----------------------------------------------------
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// Ball movement logic
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ballPosition.x += ballSpeed.x;
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ballPosition.y += ballSpeed.y;
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// Check walls collision for bouncing
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if ((ballPosition.x >= (renderTextureWidth - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
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if ((ballPosition.y >= (renderTextureHeight - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
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// Render texture rotation
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rotation += 0.5f;
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//-----------------------------------------------------
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// Draw
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//-----------------------------------------------------
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// Draw our scene to the render texture
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BeginTextureMode(target);
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ClearBackground(SKYBLUE);
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DrawCircleV(ballPosition, (float)ballRadius, MAROON);
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EndTextureMode();
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// Draw render texture to main framebuffer
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw our render texture with rotation applied
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// NOTE: We set the origin of the texture to the center of the render texture
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DrawTexturePro(target.texture,
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(Rectangle){ 0, 0, target.texture.width, -target.texture.height },
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(Rectangle){ screenWidth/2, screenHeight/2, target.texture.width, -target.texture.height },
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(Vector2){ target.texture.width/2, target.texture.height/2 }, rotation, WHITE);
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DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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//-----------------------------------------------------
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}
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// De-Initialization
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//---------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//----------------------------------------------------------
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return 0;
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}
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examples/core/core_render_texture.png
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examples/core/core_render_texture.png
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