Support 2d camera system -IN PROGRESS-
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examples/core_2d_camera.c
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71
examples/core_2d_camera.c
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/*******************************************************************************************
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*
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* raylib [core] example - 2d camera
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*
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* This example has been created using raylib 1.5 (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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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
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Camera2D camera;
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camera.position = (Vector2){ 0, 0 };
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camera.origin = (Vector2){ 100, 100 };
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
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else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
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else if (IsKeyDown(KEY_UP)) camera.position.y++;
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else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
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if (IsKeyDown(KEY_R)) camera.rotation--;
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else if (IsKeyDown(KEY_F)) camera.rotation++;
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if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
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if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawingEx(camera);
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ClearBackground(RAYWHITE);
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DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
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DrawRectangle(0, 300, screenWidth, 50, GRAY);
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DrawRectangle(400, 250, 40, 40, RED);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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21
src/core.c
21
src/core.c
@ -560,8 +560,25 @@ void BeginDrawing(void)
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// NOTE: Not required with OpenGL 3.3+
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}
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// Setup drawing canvas with extended parameters
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void BeginDrawingEx(int blendMode, Shader shader, Matrix transform)
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// Setup drawing canvas with 2d camera
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void BeginDrawingEx(Camera2D camera)
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{
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BeginDrawing();
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// TODO: Consider origin offset on position, rotation, scaling
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f);
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Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
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}
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// Setup drawing canvas with pro parameters
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void BeginDrawingPro(int blendMode, Shader shader, Matrix transform)
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{
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BeginDrawing();
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11
src/raylib.h
11
src/raylib.h
@ -315,6 +315,14 @@ typedef struct Camera {
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float fovy; // Field-Of-View apperture in Y (degrees)
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} Camera;
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 position; // Camera position
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Vector2 origin; // Camera origin (for rotation and zoom)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min;
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@ -528,7 +536,8 @@ int GetScreenHeight(void); // Get current scree
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
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void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
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void BeginDrawingPro(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with pro parameters
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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