diff options
| author | Ray <[email protected]> | 2021-06-23 01:16:21 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-06-23 01:16:21 +0200 |
| commit | f989048bda60aeb74111ec687cd44ec92deacfe3 (patch) | |
| tree | 374e64e3e7be91baed53b0ac4773d54b89d241e2 /examples/core | |
| parent | 49d2897b2480fa7f66405b326c1b8d01ff6ee2d8 (diff) | |
| download | raylib-f989048bda60aeb74111ec687cd44ec92deacfe3.tar.gz raylib-f989048bda60aeb74111ec687cd44ec92deacfe3.zip | |
Reviewed example
Diffstat (limited to 'examples/core')
| -rw-r--r-- | examples/core/core_2d_camera_smooth_pixelperfect.c | 90 | ||||
| -rw-r--r-- | examples/core/core_2d_camera_smooth_pixelperfect.png | bin | 6365 -> 15832 bytes |
2 files changed, 39 insertions, 51 deletions
diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.c b/examples/core/core_2d_camera_smooth_pixelperfect.c index ae40cdfc..75ffe262 100644 --- a/examples/core/core_2d_camera_smooth_pixelperfect.c +++ b/examples/core/core_2d_camera_smooth_pixelperfect.c @@ -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;
diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.png b/examples/core/core_2d_camera_smooth_pixelperfect.png Binary files differindex aeac7944..ba8d89b7 100644 --- a/examples/core/core_2d_camera_smooth_pixelperfect.png +++ b/examples/core/core_2d_camera_smooth_pixelperfect.png |
