REXM: ADDED: example: core_render_texture

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Ray
2025-09-10 18:26:43 +02:00
parent 84e2cbccc4
commit ffe74658ab
8 changed files with 705 additions and 3 deletions

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/*******************************************************************************************
*
* 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 @raysan5 (@ Santamaria")
*
********************************************************************************************/
#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;
}

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