Support 2d camera system -IN PROGRESS-

This commit is contained in:
raysan5 2016-03-05 15:40:08 +01:00
parent d8bd8634ab
commit 5ea18b9426
3 changed files with 100 additions and 3 deletions

71
examples/core_2d_camera.c Normal file
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@ -0,0 +1,71 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Camera2D camera;
camera.position = (Vector2){ 0, 0 };
camera.origin = (Vector2){ 100, 100 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
else if (IsKeyDown(KEY_UP)) camera.position.y++;
else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
if (IsKeyDown(KEY_R)) camera.rotation--;
else if (IsKeyDown(KEY_F)) camera.rotation++;
if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawingEx(camera);
ClearBackground(RAYWHITE);
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
DrawRectangle(0, 300, screenWidth, 50, GRAY);
DrawRectangle(400, 250, 40, 40, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -560,8 +560,25 @@ void BeginDrawing(void)
// NOTE: Not required with OpenGL 3.3+
}
// Setup drawing canvas with extended parameters
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform)
// Setup drawing canvas with 2d camera
void BeginDrawingEx(Camera2D camera)
{
BeginDrawing();
// TODO: Consider origin offset on position, rotation, scaling
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f);
Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
}
// Setup drawing canvas with pro parameters
void BeginDrawingPro(int blendMode, Shader shader, Matrix transform)
{
BeginDrawing();

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@ -315,6 +315,14 @@ typedef struct Camera {
float fovy; // Field-Of-View apperture in Y (degrees)
} Camera;
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 position; // Camera position
Vector2 origin; // Camera origin (for rotation and zoom)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Bounding box type
typedef struct BoundingBox {
Vector3 min;
@ -528,7 +536,8 @@ int GetScreenHeight(void); // Get current scree
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
void BeginDrawingPro(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with pro parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)