diplomska_naloga/main.cpp
2024-02-22 01:01:03 +01:00

88 lines
1.9 KiB
C++

#include <cmath>
#include <vector>
#include <cstdint>
#include "raylib.h"
#include "raymath.h"
#define MAX_DEPTH 11
struct branch
{
Color color;
};
static std::vector<branch> tree(MAX_DEPTH);
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)
{
if (dep >= MAX_DEPTH)
return;
Vector2 next = draw_line(start, angle, len, tree[dep].color);
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);
}
void generate_tree()
{
for (size_t i = 0; i < MAX_DEPTH; i++)
{
uint8_t r = GetRandomValue(0, 255);
uint8_t g = GetRandomValue(0, 255);
uint8_t b = GetRandomValue(0, 255);
tree[i].color = (Color){r, g, b, 255};
}
}
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};
generate_tree();
BeginTextureMode(target);
ClearBackground(WHITE);
draw_branch(start, 0, textureHeight / 4, 1);
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;
}