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