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particles blending

★☆☆☆by Ramon Santamaria (@raysan5)

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//! raylib [textures] example - particles blending
//!
//! Zig-API translation of examples/textures/textures_particles_blending.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2017-2025 Ramon Santamaria (@raysan5)

const rl = @import("raylib");

const max_particles = 200;

const Particle = struct {
    position: rl.Vector2,
    color: rl.Color,
    alpha: f32,
    size: f32,
    rotation: f32,
    active: bool, // NOTE: Use it to activate/deactive particle
};

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [textures] example - particles blending");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Particles pool, reuse them!
    var mouse_tail: [max_particles]Particle = undefined;

    // Initialize particles
    for (&mouse_tail) |*particle| {
        const r: u8 = @intCast(rl.getRandomValue(0, 255));
        const g: u8 = @intCast(rl.getRandomValue(0, 255));
        const b: u8 = @intCast(rl.getRandomValue(0, 255));
        const size = @as(f32, @floatFromInt(rl.getRandomValue(1, 30))) / 20.0;
        const rotation: f32 = @floatFromInt(rl.getRandomValue(0, 360));
        particle.* = .{
            .position = .{ .x = 0, .y = 0 },
            .color = .{ .r = r, .g = g, .b = b, .a = 255 },
            .alpha = 1.0,
            .size = size,
            .rotation = rotation,
            .active = false,
        };
    }

    const gravity: f32 = 3.0;

    const smoke = try rl.loadTexture("resources/spark_flame.png");
    defer rl.unloadTexture(smoke);
    const smoke_width: f32 = @floatFromInt(smoke.width);
    const smoke_height: f32 = @floatFromInt(smoke.height);

    var blending: rl.BlendMode = .alpha;

    rl.setTargetFPS(60);

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update

        // Activate one particle every frame and Update active particles
        // NOTE: Particles initial position should be mouse position when activated
        // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
        // NOTE: When a particle disappears, active = false and it can be reused
        for (&mouse_tail) |*particle| {
            if (!particle.active) {
                particle.active = true;
                particle.alpha = 1.0;
                particle.position = rl.getMousePosition();
                break;
            }
        }

        for (&mouse_tail) |*particle| {
            if (particle.active) {
                particle.position.y += gravity / 2;
                particle.alpha -= 0.005;

                if (particle.alpha <= 0.0) particle.active = false;

                particle.rotation += 2.0;
            }
        }

        if (rl.isKeyPressed(.space)) {
            blending = if (blending == .alpha) .additive else .alpha;
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.dark_gray);

        rl.beginBlendMode(blending);

        // Draw active particles
        for (mouse_tail) |particle| {
            if (!particle.active) continue;
            const width = smoke_width * particle.size;
            const height = smoke_height * particle.size;
            rl.drawTexturePro(
                smoke,
                .{ .x = 0.0, .y = 0.0, .width = smoke_width, .height = smoke_height },
                .{ .x = particle.position.x, .y = particle.position.y, .width = width, .height = height },
                .{ .x = width / 2.0, .y = height / 2.0 },
                particle.rotation,
                rl.fade(particle.color, particle.alpha),
            );
        }

        rl.endBlendMode();

        rl.drawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, .black);

        if (blending == .alpha) {
            rl.drawText("ALPHA BLENDING", 290, screen_height - 40, 20, .black);
        } else {
            rl.drawText("ADDITIVE BLENDING", 280, screen_height - 40, 20, .ray_white);
        }
    }
}
/*******************************************************************************************
*
*   raylib [textures] example - particles blending
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   Example originally created with raylib 1.7, last time updated with raylib 3.5
*
*   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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define MAX_PARTICLES 200

//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Particle structure
typedef struct {
    Vector2 position;
    Color color;
    float alpha;
    float size;
    float rotation;
    bool active;        // NOTE: Use it to activate/deactive particle
} Particle;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");

    // Particles pool, reuse them!
    Particle mouseTail[MAX_PARTICLES] = { 0 };

    // Initialize particles
    for (int i = 0; i < MAX_PARTICLES; i++)
    {
        mouseTail[i].position = (Vector2){ 0, 0 };
        mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
        mouseTail[i].alpha = 1.0f;
        mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
        mouseTail[i].rotation = (float)GetRandomValue(0, 360);
        mouseTail[i].active = false;
    }

    float gravity = 3.0f;

    Texture2D smoke = LoadTexture("resources/spark_flame.png");

    int blending = BLEND_ALPHA;

    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------

        // Activate one particle every frame and Update active particles
        // NOTE: Particles initial position should be mouse position when activated
        // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
        // NOTE: When a particle disappears, active = false and it can be reused
        for (int i = 0; i < MAX_PARTICLES; i++)
        {
            if (!mouseTail[i].active)
            {
                mouseTail[i].active = true;
                mouseTail[i].alpha = 1.0f;
                mouseTail[i].position = GetMousePosition();
                i = MAX_PARTICLES;
            }
        }

        for (int i = 0; i < MAX_PARTICLES; i++)
        {
            if (mouseTail[i].active)
            {
                mouseTail[i].position.y += gravity/2;
                mouseTail[i].alpha -= 0.005f;

                if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;

                mouseTail[i].rotation += 2.0f;
            }
        }

        if (IsKeyPressed(KEY_SPACE))
        {
            if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
            else blending = BLEND_ALPHA;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(DARKGRAY);

            BeginBlendMode(blending);

                // Draw active particles
                for (int i = 0; i < MAX_PARTICLES; i++)
                {
                    if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
                                                           (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
                                                           (Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
                                                           Fade(mouseTail[i].color, mouseTail[i].alpha));
                }

            EndBlendMode();

            DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);

            if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
            else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(smoke);

    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.