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Update textures_screen_buffer.c
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@ -17,16 +17,10 @@
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#include "raylib.h"
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#define MAX_COLORS 256
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 450
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#define SCALE_FACTOR 2
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// buffer size at least for screenImage pixel count
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#define INDEX_BUFFER_SIZE ((SCREEN_WIDTH * SCREEN_HEIGHT) / SCALE_FACTOR)
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#define FLAME_WIDTH (SCREEN_WIDTH / SCALE_FACTOR)
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#include <stdlib.h> // Required for: calloc(), free()
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static void GeneretePalette(Color *palette);
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static void ClearIndexBuffer(unsigned char *buffer, int count);
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#define MAX_COLORS 256
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#define SCALE_FACTOR 2
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -35,22 +29,31 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = SCREEN_WIDTH;
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const int screenHeight = SCREEN_HEIGHT;
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const int pixelScale = SCALE_FACTOR;
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const int imageWidth = screenWidth / pixelScale;
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const int imageHeight = screenHeight / pixelScale;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - screen buffer");
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Color palette[MAX_COLORS] = {0};
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unsigned char indexBuffer[INDEX_BUFFER_SIZE] = {0};
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unsigned char flameRootBuffer[FLAME_WIDTH] = {0};
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int imageWidth = screenWidth/SCALE_FACTOR;
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int imageHeight = screenHeight/SCALE_FACTOR;
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int flameWidth = screenWidth/SCALE_FACTOR;
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Color palette[MAX_COLORS] = { 0 };
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unsigned char *indexBuffer = RL_CALLOC(imageWidth*imageWidth, sizeof(unsigned char));
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unsigned char *flameRootBuffer = RL_CALLOC(flameWidth, sizeof(unsigned char));
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Image screenImage = GenImageColor(imageWidth, imageHeight, BLACK);
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Texture screenTexture = LoadTextureFromImage(screenImage);
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GeneretePalette(palette);
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ClearIndexBuffer(indexBuffer, INDEX_BUFFER_SIZE);
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ClearIndexBuffer(flameRootBuffer, FLAME_WIDTH);
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// Generate flame color palette
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for (int i = 0; i < MAX_COLORS; i++)
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{
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float t = (float)i/(float)(MAX_COLORS - 1);
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float hue = t*t;
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float saturation = t;
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float value = t;
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palette[i] = ColorFromHSV(250.0f + 150.0f*hue, saturation, value);
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -58,8 +61,10 @@ int main(void)
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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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// Grow flameRoot
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for (int x = 2; x < FLAME_WIDTH; ++x)
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for (int x = 2; x < flameWidth; x++)
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{
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unsigned short flame = flameRootBuffer[x];
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if (flame == 255) continue;
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@ -68,26 +73,26 @@ int main(void)
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flameRootBuffer[x] = flame;
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}
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// transfer flameRoot to indexBuffer
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for (int x = 0; x < FLAME_WIDTH; ++x)
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// Transfer flameRoot to indexBuffer
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for (int x = 0; x < flameWidth; x++)
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{
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int i = x + (imageHeight - 1) * imageWidth;
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int i = x + (imageHeight - 1)*imageWidth;
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indexBuffer[i] = flameRootBuffer[x];
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}
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// Clear top row, because it can't move any higher
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for (int x = 0; x < imageWidth; ++x)
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for (int x = 0; x < imageWidth; x++)
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{
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if (indexBuffer[x] == 0) continue;
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indexBuffer[x] = 0;
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}
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// Skip top row, it is already cleared
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for (int y = 1; y < imageHeight; ++y)
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for (int y = 1; y < imageHeight; y++)
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{
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for (int x = 0; x < imageWidth; ++x)
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for (int x = 0; x < imageWidth; x++)
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{
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unsigned i = x + y * imageWidth;
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unsigned int i = x + y*imageWidth;
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unsigned char colorIndex = indexBuffer[i];
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if (colorIndex == 0) continue;
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@ -97,19 +102,19 @@ int main(void)
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int newX = x + moveX;
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if (newX < 0 || newX >= imageWidth) continue;
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unsigned i_above = i - imageWidth + moveX;
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unsigned int iabove = i - imageWidth + moveX;
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int decay = GetRandomValue(0, 3);
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colorIndex -= (decay < colorIndex) ? decay : colorIndex;
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indexBuffer[i_above] = colorIndex;
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colorIndex -= (decay < colorIndex)? decay : colorIndex;
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indexBuffer[iabove] = colorIndex;
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}
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}
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// Update screenImage with palette colors
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for (int y = 1; y < imageHeight; ++y)
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for (int y = 1; y < imageHeight; y++)
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{
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for (int x = 0; x < imageWidth; ++x)
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for (int x = 0; x < imageWidth; x++)
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{
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unsigned i = x + y * imageWidth;
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unsigned int i = x + y*imageWidth;
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unsigned char colorIndex = indexBuffer[i];
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Color col = palette[colorIndex];
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ImageDrawPixel(&screenImage, x, y, col);
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@ -117,19 +122,24 @@ int main(void)
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}
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UpdateTexture(screenTexture, screenImage.data);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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const Vector2 origin = (Vector2){0, 0};
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const float rotation = 0.f;
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DrawTextureEx(screenTexture, origin, rotation, pixelScale, WHITE);
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ClearBackground(RAYWHITE);
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DrawTextureEx(screenTexture, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE);
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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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RL_FREE(indexBuffer);
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RL_FREE(flameRootBuffer);
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UnloadTexture(screenTexture);
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UnloadImage(screenImage);
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@ -138,24 +148,3 @@ int main(void)
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return 0;
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}
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static void GeneretePalette(Color *palette)
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{
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for (int i = 0; i < MAX_COLORS; ++i)
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{
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float t = (float)i/(float)(MAX_COLORS - 1);
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float hue = t * t;
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float saturation = t;
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float value = t;
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palette[i] = ColorFromHSV(250.f + 150.f * hue, saturation, value);
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}
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}
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static void ClearIndexBuffer(unsigned char *buffer, int count)
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{
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// Use memset to set to ZERO, but for demonstration a plain for loop is used
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for (int i = 0; i < count; ++i)
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{
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buffer[i] = 0;
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}
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}
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