render texture
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//! raylib [core] example - render texture
//!
//! Zig-API translation of examples/core/core_render_texture.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [core] example - render texture");
defer rl.closeWindow(); // Close window and OpenGL context
// Define a render texture to render
const render_texture_width = 300;
const render_texture_height = 300;
const target = try rl.loadRenderTexture(render_texture_width, render_texture_height);
defer rl.unloadRenderTexture(target);
var ball_position: rl.Vector2 = .{ .x = render_texture_width / 2.0, .y = render_texture_height / 2.0 };
var ball_speed: rl.Vector2 = .{ .x = 5.0, .y = 4.0 };
const ball_radius = 20;
var rotation: f32 = 0.0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
// Ball movement logic
ball_position.x += ball_speed.x;
ball_position.y += ball_speed.y;
// Check walls collision for bouncing
if (ball_position.x >= render_texture_width - ball_radius or ball_position.x <= ball_radius) ball_speed.x *= -1.0;
if (ball_position.y >= render_texture_height - ball_radius or ball_position.y <= ball_radius) ball_speed.y *= -1.0;
// Render texture rotation
rotation += 0.5;
// Draw
// Draw our scene to the render texture
{
rl.beginTextureMode(target);
defer rl.endTextureMode();
rl.clearBackground(.sky_blue);
rl.drawRectangle(0, 0, 20, 20, .red);
rl.drawCircleV(ball_position, ball_radius, .maroon);
}
// Draw render texture to main framebuffer
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
// Draw our render texture with rotation applied
// NOTE 1: We set the origin of the texture to the center of the render texture
// NOTE 2: We flip vertically the texture setting negative source rectangle height
const width: f32 = @floatFromInt(target.texture.width);
const height: f32 = @floatFromInt(target.texture.height);
rl.drawTexturePro(
target.texture,
.{ .x = 0, .y = 0, .width = width, .height = -height },
.{ .x = screen_width / 2.0, .y = screen_height / 2.0, .width = width, .height = height },
.{ .x = width / 2.0, .y = height / 2.0 },
rotation,
.white,
);
rl.drawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screen_height - 40, 20, .black);
rl.drawFPS(10, 10);
}
}/*******************************************************************************************
*
* raylib [core] example - render texture
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - render texture");
// Define a render texture to render
int renderTextureWidth = 300;
int renderTextureHeight = 300;
RenderTexture2D target = LoadRenderTexture(renderTextureWidth, renderTextureHeight);
Vector2 ballPosition = { renderTextureWidth/2.0f, renderTextureHeight/2.0f };
Vector2 ballSpeed = { 5.0f, 4.0f };
int ballRadius = 20;
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//----------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
// Ball movement logic
ballPosition.x += ballSpeed.x;
ballPosition.y += ballSpeed.y;
// Check walls collision for bouncing
if ((ballPosition.x >= (renderTextureWidth - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
if ((ballPosition.y >= (renderTextureHeight - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
// Render texture rotation
rotation += 0.5f;
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
// Draw our scene to the render texture
BeginTextureMode(target);
ClearBackground(SKYBLUE);
DrawRectangle(0, 0, 20, 20, RED);
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
EndTextureMode();
// Draw render texture to main framebuffer
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw our render texture with rotation applied
// NOTE 1: We set the origin of the texture to the center of the render texture
// NOTE 2: We flip vertically the texture setting negative source rectangle height
DrawTexturePro(target.texture,
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ screenWidth/2.0f, screenHeight/2.0f, (float)target.texture.width, (float)target.texture.height },
(Vector2){ target.texture.width/2.0f, target.texture.height/2.0f }, rotation, WHITE);
DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK);
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
UnloadRenderTexture(target);
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.