Reviewed example

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Ray 2021-06-23 01:16:21 +02:00
parent 49d2897b24
commit f989048bda
2 changed files with 39 additions and 51 deletions

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@ -5,15 +5,16 @@
* This example has been created using raylib 3.7 (www.raylib.com) * 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) * 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) * 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 "raylib.h"
#include <math.h>
#include <math.h> // Required for: sinf(), cosf()
int main(void) int main(void)
{ {
@ -22,33 +23,32 @@ int main(void)
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
const int virualScreenWidth = 160; const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90; 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"); 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; worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; //Smoothing camera Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f; 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 rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
Rectangle secondRectangle = { 90.0f, 55.0f, 30.0f, 10.0f }; Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
Rectangle thirdRectangle = { 80.0f, 65.0f, 15.0f, 25.0f }; Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
//The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons. // The target'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 sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) }; Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
Vector2 origin = { 0.0f, 0.0f }; Vector2 origin = { 0.0f, 0.0f };
float rotation = 0.0f; float rotation = 0.0f;
float degreesPerSecond = 60.0f;
float cameraX = 0.0f; float cameraX = 0.0f;
float cameraY = 0.0f; float cameraY = 0.0f;
@ -61,16 +61,16 @@ int main(void)
{ {
// Update // 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; cameraX = (sinf(GetTime())*50.0f) - 10.0f;
cameraY = cosf(GetTime())*30.0f; 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 }; 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; worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
screenSpaceCamera.target.x -= worldSpaceCamera.target.x; screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
screenSpaceCamera.target.x *= virtualRatio; screenSpaceCamera.target.x *= virtualRatio;
@ -83,47 +83,35 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginTextureMode(target);
ClearBackground(RED); // This is for debug purposes. If you see red, then you've probably done something wrong. ClearBackground(RAYWHITE);
BeginTextureMode(renderTexture); BeginMode2D(worldSpaceCamera);
BeginMode2D(worldSpaceCamera); DrawRectanglePro(rec01, origin, rotation, BLACK);
ClearBackground(RAYWHITE); // This is the color you should see as background color. DrawRectanglePro(rec02, origin, -rotation, RED);
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
// Draw the rectangles EndMode2D();
DrawRectanglePro(firstRectangle, origin, rotation, BLACK);
DrawRectanglePro(secondRectangle, origin, -rotation, RED);
DrawRectanglePro(thirdRectangle, origin, rotation + 45.0f, BLUE);
EndMode2D();
EndTextureMode(); EndTextureMode();
BeginDrawing();
ClearBackground(RED);
BeginMode2D(screenSpaceCamera); BeginMode2D(screenSpaceCamera);
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
EndMode2D();
// Draw the render texture with an offset of 1 worldSpace unit/pixel, so that the content behind the renderTexture is not shown. DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
DrawTexturePro( DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
renderTexture.texture, DrawFPS(GetScreenWidth() - 95, 10);
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(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadRenderTexture(renderTexture); // RenderTexture unloading UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

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