Added smooth pixel-perfect camera example + Small typo fix in examples_template.c (#1760)

* Typo fix

Changed "bsasic" to "basic" in the comments.

* Added pixel-perfect camera example

Added pixel-perfect camera example, both the .c file and the cover .png image. The example works with any resolution you want, as long as the ratio stays the same
(ex. 16:9, 4:3) ecc.

* Fixed Typecasts

Fixed compiler errors (implicit conversions)

* Precomputed rectangles, time-based movement and whitespace fix

Moved the source and destination rectangles for the renderTexture into their own variables, modified the animation to be time-based instead of frame-based, fixed the bug with whitespaces.

* Fixed spacing and added more consistency with sinf() and cosf()

* Fixed *= operator spacing
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Gianni Alessandroni 2021-05-10 20:16:12 +02:00 committed by GitHub
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commit 4ab28fffb4
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3 changed files with 138 additions and 2 deletions

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/*******************************************************************************************
*
* raylib [core] example - smooth pixel-perfect camera
*
* 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
* reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Giancamillo Alessandroni (NotManyIdeas#9972) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
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 renderTexture = LoadRenderTexture(virualScreenWidth, 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 };
//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) };
Vector2 origin = { 0.0f, 0.0f };
float rotation = 0.0f;
float degreesPerSecond = 60.0f;
float cameraX = 0.0f;
float cameraY = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
// 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.
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
// Round worldCamera's X, keep the decimals on screenSpaceCamera.
if (screenSpaceCamera.target.x >= 1 || screenSpaceCamera.target.x <= -1)
{
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
screenSpaceCamera.target.x *= virtualRatio;
}
// Round worldCamera's Y, keep the decimals on screenSpaceCamera.
if (screenSpaceCamera.target.y >= 1 || screenSpaceCamera.target.y <= -1)
{
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
screenSpaceCamera.target.y *= virtualRatio;
}
//----------------------------------------------------------------------------------
// 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();
EndTextureMode();
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();
//Debug info
DrawText("Screen resolution: 800x450", 5, 0, 20, DARKBLUE);
DrawText("World resolution: 160x90", 5, 20, 20, DARKGREEN);
DrawFPS(screenWidth - 75, 0);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(renderTexture); // RenderTexture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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