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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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+* This example has been created using raylib 3.7 (www.raylib.com)
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+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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+*
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+* Example contributed by Giancamillo Alessandroni ([discord]NotManyIdeas#9972 - [github]NotManyIdeasDev) and
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+* reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Copyright (c) 2021 Giancamillo Alessandroni (NotManyIdeas#9972) and Ramon Santamaria (@raysan5)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include <math.h>
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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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+
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+ const int virualScreenWidth = 160;
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+ const int virtualScreenHeight = 90;
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+
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+ const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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+
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+ Camera2D worldSpaceCamera = { 0 }; // Game world camera
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+ worldSpaceCamera.zoom = 1.0f;
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+
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+ Camera2D screenSpaceCamera = { 0 }; //Smoothing camera
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+ screenSpaceCamera.zoom = 1.0f;
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+
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+ RenderTexture2D renderTexture = LoadRenderTexture(virualScreenWidth, virtualScreenHeight); //This is where we'll draw all our objects.
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+
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+ Rectangle firstRectangle = { 70.0f, 35.0f, 20.0f, 20.0f };
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+ Rectangle secondRectangle = { 90.0f, 55.0f, 30.0f, 10.0f };
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+ Rectangle thirdRectangle = { 80.0f, 65.0f, 15.0f, 25.0f };
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+
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+ //The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
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+ Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height };
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+ Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
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+
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+ Vector2 origin = { 0.0f, 0.0f };
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+
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+ float rotation = 0.0f;
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+ float degreesPerSecond = 60.0f;
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+
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+ float cameraX = 0.0f;
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+ float cameraY = 0.0f;
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+
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+ SetTargetFPS(60);
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+ //--------------------------------------------------------------------------------------
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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 += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
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+
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+ // Make the camera move to demonstrate the effect.
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+ cameraX = (sinf(GetTime())*50.0f) - 10.0f;
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+ cameraY = cosf(GetTime())*30.0f;
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+
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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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+
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+ // Round worldCamera's X, keep the decimals on screenSpaceCamera.
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+ if (screenSpaceCamera.target.x >= 1 || screenSpaceCamera.target.x <= -1)
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+ {
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+ worldSpaceCamera.target.x = (int)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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+ }
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+
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+ // Round worldCamera's Y, keep the decimals on screenSpaceCamera.
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+ if (screenSpaceCamera.target.y >= 1 || screenSpaceCamera.target.y <= -1)
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+ {
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+ worldSpaceCamera.target.y = (int)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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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+ ClearBackground(RED); // This is for debug purposes. If you see red, then you've probably done something wrong.
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+
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+ BeginTextureMode(renderTexture);
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+ BeginMode2D(worldSpaceCamera);
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+ ClearBackground(RAYWHITE); // This is the color you should see as background color.
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+
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+ // Draw the rectangles
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+ DrawRectanglePro(firstRectangle, origin, rotation, BLACK);
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+ DrawRectanglePro(secondRectangle, origin, -rotation, RED);
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+ DrawRectanglePro(thirdRectangle, origin, rotation + 45.0f, BLUE);
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+
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+ EndMode2D();
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+ EndTextureMode();
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+
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+ BeginMode2D(screenSpaceCamera);
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+
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+ // Draw the render texture with an offset of 1 worldSpace unit/pixel, so that the content behind the renderTexture is not shown.
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+ DrawTexturePro(
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+ renderTexture.texture,
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+ renderTextureSource,
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+ renderTextureDest,
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+ origin,
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+ 0.0f,
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+ WHITE
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+ );
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+
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+ EndMode2D();
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+
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+ //Debug info
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+ DrawText("Screen resolution: 800x450", 5, 0, 20, DARKBLUE);
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+ DrawText("World resolution: 160x90", 5, 20, 20, DARKGREEN);
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+ DrawFPS(screenWidth - 75, 0);
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadRenderTexture(renderTexture); // RenderTexture unloading
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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