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| author | Gianni Alessandroni <[email protected]> | 2021-05-10 20:16:12 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-05-10 20:16:12 +0200 |
| commit | 4ab28fffb42bc3104bca48166ea4d7712450852d (patch) | |
| tree | 3906b43c451cca94bf15a74acd0656ebe960db8c /examples/core | |
| parent | e39e45824db79623fa4c7b55a606ca79fc27659e (diff) | |
| download | raylib-4ab28fffb42bc3104bca48166ea4d7712450852d.tar.gz raylib-4ab28fffb42bc3104bca48166ea4d7712450852d.zip | |
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
Diffstat (limited to 'examples/core')
| -rw-r--r-- | examples/core/core_2d_camera_smooth_pixelperfect.c | 136 | ||||
| -rw-r--r-- | examples/core/core_2d_camera_smooth_pixelperfect.png | bin | 0 -> 6365 bytes |
2 files changed, 136 insertions, 0 deletions
diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.c b/examples/core/core_2d_camera_smooth_pixelperfect.c new file mode 100644 index 00000000..3594c4ab --- /dev/null +++ b/examples/core/core_2d_camera_smooth_pixelperfect.c @@ -0,0 +1,136 @@ +/*******************************************************************************************
+*
+* 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;
+}
\ No newline at end of file diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.png b/examples/core/core_2d_camera_smooth_pixelperfect.png Binary files differnew file mode 100644 index 00000000..aeac7944 --- /dev/null +++ b/examples/core/core_2d_camera_smooth_pixelperfect.png |
