Add color to tree
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c56e33f23a
commit
19bb290276
33
main.cpp
33
main.cpp
@ -1,7 +1,17 @@
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#include <cmath>
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#include <cmath>
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#include <vector>
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#include <cstdint>
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#define MAX_DEPTH 10
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#define MAX_DEPTH 11
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struct branch
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{
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Color color;
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};
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static std::vector<branch> tree(MAX_DEPTH);
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Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, Color color)
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Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, Color color)
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{
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{
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@ -16,16 +26,27 @@ Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, Color color)
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void draw_branch(Vector2 start, float angle, float len, int dep)
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void draw_branch(Vector2 start, float angle, float len, int dep)
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{
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{
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Vector2 next = draw_line(start, angle, len, PURPLE);
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if (dep >= MAX_DEPTH)
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if (len < MAX_DEPTH)
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return;
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return;
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Vector2 next = draw_line(start, angle, len, tree[dep].color);
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float next_len = 0.7f;
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float next_len = 0.7f;
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draw_branch(next, angle + 45, len * next_len, dep + 1);
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draw_branch(next, angle + 45, len * next_len, dep + 1);
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draw_branch(next, angle - 45, len * next_len, dep + 1);
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draw_branch(next, angle - 45, len * next_len, dep + 1);
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}
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}
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void generate_tree()
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{
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for (size_t i = 0; i < MAX_DEPTH; i++)
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{
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uint8_t r = GetRandomValue(0, 255);
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uint8_t g = GetRandomValue(0, 255);
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uint8_t b = GetRandomValue(0, 255);
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tree[i].color = (Color){r, g, b, 255};
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}
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}
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int main(void)
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int main(void)
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{
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{
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const int screenWidth = 800;
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const int screenWidth = 800;
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@ -41,9 +62,11 @@ int main(void)
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RenderTexture2D target = LoadRenderTexture(textureWidth, textureHeight);
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RenderTexture2D target = LoadRenderTexture(textureWidth, textureHeight);
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Vector2 start = {textureWidth / 2, textureHeight};
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Vector2 start = {textureWidth / 2, textureHeight};
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generate_tree();
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BeginTextureMode(target);
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BeginTextureMode(target);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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draw_branch(start, 0, textureHeight / 4, 0);
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draw_branch(start, 0, textureHeight / 4, 1);
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EndTextureMode();
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EndTextureMode();
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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