#include #include #include #include "raylib.h" #include "raymath.h" #define MAX_DEPTH 11 Color ColorLerp(Color c1, Color c2, float amount) { Color ret{0}; ret.r = Clamp(Lerp(c1.r, c2.r, amount), 0, 255); ret.g = Clamp(Lerp(c1.g, c2.g, amount), 0, 255); ret.b = Clamp(Lerp(c1.b, c2.b, amount), 0, 255); ret.a = Clamp(Lerp(c1.a, c2.a, amount), 0, 255); return ret; } struct branch { Color color; }; static std::vector tree(MAX_DEPTH); Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep) { 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}; float thick = 2.0; float fstep = 1.0 / ((lenghth / thick) * 1.5); for (float i = 0; i < 1; i += fstep) { Vector2 point = Vector2Lerp(start, end, i); Color color = ColorLerp(tree[dep - 1].color, tree[dep].color, i); DrawCircleV(point, thick, 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, dep); 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}; } tree[0].color = tree[1].color; } 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; }