Reviewed example
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* This example has been created using raylib 3.7 (www.raylib.com)
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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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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Example contributed by Giancamillo Alessandroni ([discord]NotManyIdeas#9972 - [github]NotManyIdeasDev) and
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* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
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* reviewed by Ramon Santamaria (@raysan5)
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* reviewed by Ramon Santamaria (@raysan5)
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*
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*
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* Copyright (c) 2021 Giancamillo Alessandroni (NotManyIdeas#9972) and Ramon Santamaria (@raysan5)
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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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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include <math.h>
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#include <math.h> // Required for: sinf(), cosf()
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int main(void)
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int main(void)
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{
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{
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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const int virualScreenWidth = 160;
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const int virtualScreenWidth = 160;
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const int virtualScreenHeight = 90;
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const int virtualScreenHeight = 90;
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const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
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const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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Camera2D worldSpaceCamera = { 0 }; // Game world camera
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Camera2D worldSpaceCamera = { 0 }; // Game world camera
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worldSpaceCamera.zoom = 1.0f;
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worldSpaceCamera.zoom = 1.0f;
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Camera2D screenSpaceCamera = { 0 }; //Smoothing camera
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Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
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screenSpaceCamera.zoom = 1.0f;
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screenSpaceCamera.zoom = 1.0f;
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RenderTexture2D renderTexture = LoadRenderTexture(virualScreenWidth, virtualScreenHeight); //This is where we'll draw all our objects.
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RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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Rectangle firstRectangle = { 70.0f, 35.0f, 20.0f, 20.0f };
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Rectangle rec01 = { 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 rec02 = { 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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Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
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//The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
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// The target'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 sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
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Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
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Vector2 origin = { 0.0f, 0.0f };
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Vector2 origin = { 0.0f, 0.0f };
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float rotation = 0.0f;
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float rotation = 0.0f;
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float degreesPerSecond = 60.0f;
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float cameraX = 0.0f;
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float cameraX = 0.0f;
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float cameraY = 0.0f;
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float cameraY = 0.0f;
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
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rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
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// Make the camera move to demonstrate the effect.
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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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cameraX = (sinf(GetTime())*50.0f) - 10.0f;
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cameraY = cosf(GetTime())*30.0f;
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cameraY = cosf(GetTime())*30.0f;
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// Set the camera's target to the values computed above.
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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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screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
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//Round worldSpace coordinates, keep decimals into screenSpace coordinates.
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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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worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
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screenSpaceCamera.target.x *= virtualRatio;
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screenSpaceCamera.target.x *= virtualRatio;
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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BeginTextureMode(target);
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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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ClearBackground(RAYWHITE);
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BeginTextureMode(renderTexture);
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BeginMode2D(worldSpaceCamera);
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BeginMode2D(worldSpaceCamera);
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DrawRectanglePro(rec01, origin, rotation, BLACK);
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ClearBackground(RAYWHITE); // This is the color you should see as background color.
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DrawRectanglePro(rec02, origin, -rotation, RED);
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DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
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// Draw the rectangles
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EndMode2D();
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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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EndMode2D();
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EndTextureMode();
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RED);
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BeginMode2D(screenSpaceCamera);
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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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// 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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DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
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DrawTexturePro(
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DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
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renderTexture.texture,
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DrawFPS(GetScreenWidth() - 95, 10);
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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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EndMode2D();
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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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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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}
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(renderTexture); // RenderTexture unloading
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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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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return 0;
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