/******************************************************************************************* * * raylib [core] example - smooth pixel-perfect camera * * Example originally created with raylib 3.7, last time updated with raylib 4.0 * * Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and * reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include // Required for: sinf(), cosf() //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; const int virtualScreenWidth = 160; const int virtualScreenHeight = 90; const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth; 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 target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects. 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 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 cameraX = 0.0f; float cameraY = 0.0f; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second // 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 worldSpace coordinates, keep decimals into screenSpace coordinates worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x; screenSpaceCamera.target.x -= worldSpaceCamera.target.x; screenSpaceCamera.target.x *= virtualRatio; worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y; screenSpaceCamera.target.y -= worldSpaceCamera.target.y; screenSpaceCamera.target.y *= virtualRatio; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- 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); DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE); EndMode2D(); 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(target); // Unload render texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }