Reviewed example

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Ray 2021-06-23 01:16:21 +02:00
parent 49d2897b24
commit f989048bda
2 changed files with 39 additions and 51 deletions

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@ -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)
{
@ -22,10 +23,10 @@ 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");
@ -35,20 +36,19 @@ int main(void)
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;
@ -83,46 +83,34 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RED); // This is for debug purposes. If you see red, then you've probably done something wrong.
BeginTextureMode(target);
ClearBackground(RAYWHITE);
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);
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
);
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
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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