|
@@ -5,15 +5,16 @@
|
|
|
* This example has been created using raylib 3.7 (www.raylib.com)
|
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
|
*
|
|
|
-* Example contributed by Giancamillo Alessandroni ([discord]NotManyIdeas#9972 - [github]NotManyIdeasDev) and
|
|
|
+* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
|
|
* reviewed by Ramon Santamaria (@raysan5)
|
|
|
*
|
|
|
-* Copyright (c) 2021 Giancamillo Alessandroni (NotManyIdeas#9972) and Ramon Santamaria (@raysan5)
|
|
|
+* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
|
|
*
|
|
|
********************************************************************************************/
|
|
|
|
|
|
#include "raylib.h"
|
|
|
-#include <math.h>
|
|
|
+
|
|
|
+#include <math.h> // Required for: sinf(), cosf()
|
|
|
|
|
|
int main(void)
|
|
|
{
|
|
@@ -22,33 +23,32 @@ int main(void)
|
|
|
const int screenWidth = 800;
|
|
|
const int screenHeight = 450;
|
|
|
|
|
|
- const int virualScreenWidth = 160;
|
|
|
+ const int virtualScreenWidth = 160;
|
|
|
const int virtualScreenHeight = 90;
|
|
|
|
|
|
- const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
|
|
|
+ const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
|
|
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
|
|
|
|
|
- Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
|
|
+ Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
|
|
worldSpaceCamera.zoom = 1.0f;
|
|
|
|
|
|
- Camera2D screenSpaceCamera = { 0 }; //Smoothing camera
|
|
|
+ Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
|
|
|
screenSpaceCamera.zoom = 1.0f;
|
|
|
|
|
|
- RenderTexture2D renderTexture = LoadRenderTexture(virualScreenWidth, virtualScreenHeight); //This is where we'll draw all our objects.
|
|
|
+ RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
|
|
|
|
|
|
- Rectangle firstRectangle = { 70.0f, 35.0f, 20.0f, 20.0f };
|
|
|
- Rectangle secondRectangle = { 90.0f, 55.0f, 30.0f, 10.0f };
|
|
|
- Rectangle thirdRectangle = { 80.0f, 65.0f, 15.0f, 25.0f };
|
|
|
+ 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 renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
|
|
|
- Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height };
|
|
|
- Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
|
|
+ // 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 degreesPerSecond = 60.0f;
|
|
|
|
|
|
float cameraX = 0.0f;
|
|
|
float cameraY = 0.0f;
|
|
@@ -61,16 +61,16 @@ int main(void)
|
|
|
{
|
|
|
// Update
|
|
|
//----------------------------------------------------------------------------------
|
|
|
- rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
|
|
|
+ rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
|
|
|
|
|
- // Make the camera move to demonstrate the effect.
|
|
|
+ // Make the camera move to demonstrate the effect
|
|
|
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
|
|
|
cameraY = cosf(GetTime())*30.0f;
|
|
|
|
|
|
- // Set the camera's target to the values computed above.
|
|
|
+ // Set the camera's target to the values computed above
|
|
|
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
|
|
|
|
|
- //Round worldSpace coordinates, keep decimals into screenSpace coordinates.
|
|
|
+ // Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
|
|
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
|
|
|
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
|
|
screenSpaceCamera.target.x *= virtualRatio;
|
|
@@ -83,47 +83,35 @@ int main(void)
|
|
|
|
|
|
// Draw
|
|
|
//----------------------------------------------------------------------------------
|
|
|
- BeginDrawing();
|
|
|
- ClearBackground(RED); // This is for debug purposes. If you see red, then you've probably done something wrong.
|
|
|
-
|
|
|
- BeginTextureMode(renderTexture);
|
|
|
- BeginMode2D(worldSpaceCamera);
|
|
|
- ClearBackground(RAYWHITE); // This is the color you should see as background color.
|
|
|
-
|
|
|
- // Draw the rectangles
|
|
|
- DrawRectanglePro(firstRectangle, origin, rotation, BLACK);
|
|
|
- DrawRectanglePro(secondRectangle, origin, -rotation, RED);
|
|
|
- DrawRectanglePro(thirdRectangle, origin, rotation + 45.0f, BLUE);
|
|
|
-
|
|
|
- EndMode2D();
|
|
|
+ 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);
|
|
|
-
|
|
|
- // Draw the render texture with an offset of 1 worldSpace unit/pixel, so that the content behind the renderTexture is not shown.
|
|
|
- DrawTexturePro(
|
|
|
- renderTexture.texture,
|
|
|
- renderTextureSource,
|
|
|
- renderTextureDest,
|
|
|
- origin,
|
|
|
- 0.0f,
|
|
|
- WHITE
|
|
|
- );
|
|
|
-
|
|
|
- EndMode2D();
|
|
|
+ BeginMode2D(screenSpaceCamera);
|
|
|
+ DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
|
|
|
+ EndMode2D();
|
|
|
|
|
|
- //Debug info
|
|
|
- DrawText("Screen resolution: 800x450", 5, 0, 20, DARKBLUE);
|
|
|
- DrawText("World resolution: 160x90", 5, 20, 20, DARKGREEN);
|
|
|
- DrawFPS(screenWidth - 75, 0);
|
|
|
+ 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(renderTexture); // RenderTexture unloading
|
|
|
- CloseWindow(); // Close window and OpenGL context
|
|
|
+ UnloadRenderTexture(target); // Unload render texture
|
|
|
+
|
|
|
+ CloseWindow(); // Close window and OpenGL context
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
|
return 0;
|