|
/*******************************************************************************************
|
|
*
|
|
* raylib [core] example - Smooth Pixel-perfect camera
|
|
*
|
|
* Example originally created with raylib 3.7, last time updated with raylib 4.0
|
|
*
|
|
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
|
* reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* 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) 2021-2024 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#include <math.h> // Required for: sinf(), cosf()
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
const int virtualScreenWidth = 160;
|
|
const int virtualScreenHeight = 90;
|
|
|
|
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
|
|
|
Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
|
worldSpaceCamera.zoom = 1.0f;
|
|
|
|
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
|
|
screenSpaceCamera.zoom = 1.0f;
|
|
|
|
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
|
|
|
|
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
|
|
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
|
|
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
|
|
|
|
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
|
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
|
|
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
|
|
|
Vector2 origin = { 0.0f, 0.0f };
|
|
|
|
float rotation = 0.0f;
|
|
|
|
float cameraX = 0.0f;
|
|
float cameraY = 0.0f;
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
|
|
|
// Make the camera move to demonstrate the effect
|
|
cameraX = (sinf((float)GetTime())*50.0f) - 10.0f;
|
|
cameraY = cosf((float)GetTime())*30.0f;
|
|
|
|
// Set the camera's target to the values computed above
|
|
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
|
|
|
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
|
worldSpaceCamera.target.x = truncf(screenSpaceCamera.target.x);
|
|
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
|
screenSpaceCamera.target.x *= virtualRatio;
|
|
|
|
worldSpaceCamera.target.y = truncf(screenSpaceCamera.target.y);
|
|
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
|
|
screenSpaceCamera.target.y *= virtualRatio;
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginTextureMode(target);
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginMode2D(worldSpaceCamera);
|
|
DrawRectanglePro(rec01, origin, rotation, BLACK);
|
|
DrawRectanglePro(rec02, origin, -rotation, RED);
|
|
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
|
|
EndMode2D();
|
|
EndTextureMode();
|
|
|
|
BeginDrawing();
|
|
ClearBackground(RED);
|
|
|
|
BeginMode2D(screenSpaceCamera);
|
|
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
|
|
EndMode2D();
|
|
|
|
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
|
|
DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
|
|
DrawFPS(GetScreenWidth() - 95, 10);
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadRenderTexture(target); // Unload render texture
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|