#include #include "raylib.h" #define MAX_DEPTH 10 Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, Color color) { angleDeg += 180.0f; float angle = (angleDeg * PI) / 180.0f; float nx = lenghth * std::sin(angle); float ny = lenghth * std::cos(angle); Vector2 end = {start.x + nx, start.y + ny}; DrawLineEx(start, end, 2.0f, color); return end; } void draw_branch(Vector2 start, float angle, float len, int dep) { Vector2 next = draw_line(start, angle, len, PURPLE); if (len < MAX_DEPTH) return; float next_len = 0.7f; draw_branch(next, angle + 45, len * next_len, dep + 1); draw_branch(next, angle - 45, len * next_len, dep + 1); } int main(void) { const int screenWidth = 800; const int screenHeight = 800; InitWindow(screenWidth, screenHeight, "raylib"); SetTargetFPS(60); const int textureWidth = screenWidth; const int textureHeight = screenHeight; RenderTexture2D target = LoadRenderTexture(textureWidth, textureHeight); Vector2 start = {textureWidth / 2, textureHeight}; BeginTextureMode(target); ClearBackground(WHITE); draw_branch(start, 0, textureHeight / 4, 0); EndTextureMode(); Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height}; Rectangle dest = {0, 0, screenWidth, screenHeight}; Vector2 position = {0, 0}; Vector2 origin = {0.0f, 0.0f}; while (!WindowShouldClose()) { BeginDrawing(); DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE); EndDrawing(); } CloseWindow(); return 0; }