Extract RenderTexture from Canvas
For easyer managment of texures and potential buffers
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2f4ad253a1
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@ -1,4 +1,4 @@
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#include <vector>
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#include <array>
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#include "canvas/Canvas.hpp"
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class App
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@ -15,7 +15,8 @@ public:
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private:
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int pos = 0;
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int screenWidth, screenHeight;
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std::vector<Canvas> canvases;
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Canvas canvas;
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std::array< RenderTexture2D, 2> canvasTexure = { 0 };
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float rotation = 0.0f;
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Rectangle destB;
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Rectangle destA;
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@ -3,4 +3,6 @@
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Color ColorLerp(Color c1, Color c2, float amount);
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Color ColorAdd(Color c, int add);
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Vector2 CalculateVector(float rotation, float offSet, float len);
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float GetRandomFloat();
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float GetRandomFloat();
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void drawTexureWithRotation(RenderTexture2D& target, Rectangle& dest, float rotation);
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@ -9,12 +9,9 @@ public:
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Canvas() = default;
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~Canvas() = default;
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void init(int size);
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void newGen();
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void draw(Rectangle dest, float rotation);
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void deinit();
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void newGen(RenderTexture2D& target);
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private:
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BackGround backGround;
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Tree tree;
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RenderTexture2D target = {0};
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};
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20
src/App.cpp
20
src/App.cpp
@ -11,13 +11,15 @@ void App::init(int screenWidth, int screenHeight)
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{
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this->screenWidth = screenWidth;
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this->screenHeight = screenHeight;
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canvases.assign(2, {});
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this->canvas.init(screenWidth);
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for (auto &&canvas : canvases)
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for (size_t i = 0; i < canvasTexure.size(); i++)
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{
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canvas.init(screenWidth);
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canvas.newGen();
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canvasTexure[i] = LoadRenderTexture(screenWidth, screenWidth);
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}
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canvas.newGen(canvasTexure[0]);
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canvas.newGen(canvasTexure[1]);
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float posY = (screenHeight - screenWidth) / 2;
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destA = {0, posY, (float)screenWidth, (float)screenWidth};
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@ -47,7 +49,7 @@ void App::update()
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT) && validHit)
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{
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canvases[1 - pos].newGen();
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canvas.newGen(canvasTexure[1 - pos]);
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pos = 1 - pos;
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rotation = 0.0f;
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destA = destB;
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@ -57,14 +59,14 @@ void App::update()
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void App::draw()
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{
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ClearBackground(RED);
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canvases[pos].draw(destB, 0.0f);
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canvases[1 - pos].draw(destA, rotation);
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drawTexureWithRotation(canvasTexure[pos], destB, 0.0f);
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drawTexureWithRotation(canvasTexure[1 - pos], destA, rotation);
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}
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void App::deinit()
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{
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for (size_t i = 0; i < canvases.size(); i++)
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for (size_t i = 0; i < canvasTexure.size(); i++)
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{
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canvases[i].deinit();
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UnloadRenderTexture(canvasTexure[i]);
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}
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}
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@ -36,3 +36,11 @@ float GetRandomFloat()
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{
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return GetRandomValue(0, 100000) / 100000.0f;
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}
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void drawTexureWithRotation(RenderTexture2D& target, Rectangle& dest, float rotation)
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{
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Rectangle source = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
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Vector2 origin = { 0.0f, 0.0f };
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rotation = 360 - rotation;
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DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE);
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}
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@ -4,10 +4,9 @@ void Canvas::init(int size)
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{
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backGround.init(size);
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tree.init(size);
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target = LoadRenderTexture(size, size);
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}
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void Canvas::newGen()
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void Canvas::newGen(RenderTexture2D& target)
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{
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BeginTextureMode(target);
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ClearBackground(WHITE);
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@ -17,16 +16,3 @@ void Canvas::newGen()
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EndTextureMode();
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}
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void Canvas::draw(Rectangle dest, float rotation)
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{
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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Vector2 origin = {0.0f, 0.0f};
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rotation = 360 - rotation;
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DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE);
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}
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void Canvas::deinit()
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{
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UnloadRenderTexture(target);
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}
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