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@@ -1,118 +1,117 @@
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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 (@NotManyIdeasDev) and
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-* reviewed by Ramon Santamaria (@raysan5)
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-*
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-* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) 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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-
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-#include <math.h> // Required for: sinf(), cosf()
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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 virtualScreenWidth = 160;
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- const int virtualScreenHeight = 90;
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-
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- const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
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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 target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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-
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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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-
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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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-
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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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-
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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 += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
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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 worldSpace coordinates, keep decimals into screenSpace coordinates
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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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- 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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- BeginTextureMode(target);
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- ClearBackground(RAYWHITE);
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-
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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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-
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- BeginDrawing();
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- ClearBackground(RED);
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-
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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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-
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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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-
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- // De-Initialization
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- //--------------------------------------------------------------------------------------
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- UnloadRenderTexture(target); // Unload render texture
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-
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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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+*
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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 (@NotManyIdeasDev) and
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+* reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) 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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+
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+#include <math.h> // Required for: sinf(), cosf()
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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 virtualScreenWidth = 160;
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+ const int virtualScreenHeight = 90;
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+
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+ const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
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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 target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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+
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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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+
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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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+
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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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+
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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 += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
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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 worldSpace coordinates, keep decimals into screenSpace coordinates
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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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+ 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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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginTextureMode(target);
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+ ClearBackground(RAYWHITE);
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+
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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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+
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+ BeginDrawing();
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+ ClearBackground(RED);
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+
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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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+
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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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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadRenderTexture(target); // Unload render texture
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+
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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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