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drawParticle.h
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drawParticle.h
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#include <raylib.h>
#include "particle.h"
#include <time.h>
#include <stdlib.h>
int LimRand(int lim) {
return (rand() % lim);
}
float LimRandF(float lim){
return ((float)rand()/(float)(RAND_MAX)) * lim;
}
void draw(Particle** particles);
int main() {
srand(time(NULL));
InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "generative art");
SetTargetFPS(60);
// Create a render texture (framebuffer)
RenderTexture2D framebuffer = LoadRenderTexture(
WINDOW_WIDTH,
WINDOW_HEIGHT
);
Vector2 texturePosition;
texturePosition.x = 0.0f;
texturePosition.y = 0.0f;
Rectangle textureSource = {
0.0f, 0.0f, WINDOW_WIDTH, -WINDOW_HEIGHT
};
Particle** particles = (Particle**) malloc(PARTICLE_AMOUNT* sizeof(Particle*));
for (int i = 0; i < PARTICLE_AMOUNT; i++)
{
PVector2* position = PVfromCord(
LimRandF(WINDOW_WIDTH),
LimRandF(WINDOW_HEIGHT)
);
PVector2* velocity = PVfromAngle(LimRandF(2*PI));
PVmult(velocity, LimRandF(velLimit));
Particle* particle = (Particle*) malloc(sizeof(Particle));
particle->position = position;
particle->velocity = velocity;
particles[i] = particle;
}
bool windowClearedOnce = false;
while(!WindowShouldClose()){
//0000
#if BACKGROUND_CLEAR_ENABLED
BeginDrawing();
ClearBackground(BLACK);
draw(particles);
EndDrawing();
#else
BeginTextureMode(framebuffer);
if(!windowClearedOnce) {
ClearBackground(BLACK);
windowClearedOnce = true;
}
draw(particles);
EndTextureMode();
BeginDrawing();
DrawTextureRec(
framebuffer.texture,
textureSource,
texturePosition,
WHITE
);
EndDrawing();
#endif
for (int i = 0; i < PARTICLE_AMOUNT; i++)
{
UpdateParticle(particles[i], WINDOW_WIDTH, WINDOW_HEIGHT);
}
}
return 0;
}
void draw(Particle** particles) {
for (int i = 0; i < PARTICLE_AMOUNT; i++)
{
DrawParticle(particles[i]);
}
DrawText("HELLO", WINDOW_WIDTH/2, WINDOW_HEIGHT/2, 22, BLACK);
}