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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

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@ -1,14 +1,18 @@
/*******************************************************************************************
*
* raylib [core] example - smooth pixel-perfect camera
* raylib [core] example - smooth pixelperfect
*
* 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 complexity rating: [] 3/4
*
* 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)
*
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and 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) 2021-2025 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -18,117 +22,193 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public static class SmoothPixelPerfect
public partial class SmoothPixelPerfect : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int virtualScreenWidth = 160;
private const int virtualScreenHeight = 90;
private const float virtualRatio = (float)screenWidth / (float)virtualScreenWidth;
public string Name => "Core / Smooth Pixelperfect";
public string Title => "raylib [core] example - smooth pixelperfect";
private Camera2D worldSpaceCamera; // Game world camera
private Camera2D screenSpaceCamera; // Smoothing camera
private RenderTexture2D target;
private Rectangle rec01;
private Rectangle rec02;
private Rectangle rec03;
private Rectangle sourceRec;
private Rectangle destRec;
private Vector2 origin;
private float rotation;
private float cameraX;
private float cameraY;
private bool smoothOn;
private bool overscan;
public void Init()
{
// 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");
// Game world camera
Camera2D worldSpaceCamera = new();
worldSpaceCamera = new(); // Game world camera
worldSpaceCamera.Zoom = 1.0f;
// Smoothing camera
Camera2D screenSpaceCamera = new();
screenSpaceCamera = new(); // Smoothing camera
screenSpaceCamera.Zoom = 1.0f;
// This is where we'll draw all our objects.
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
// Load render texture to draw all our objects
target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
Rectangle rec01 = new(70.0f, 35.0f, 20.0f, 20.0f);
Rectangle rec02 = new(90.0f, 55.0f, 30.0f, 10.0f);
Rectangle rec03 = new(80.0f, 65.0f, 15.0f, 25.0f);
rec01 = new(70.0f, 35.0f, 20.0f, 20.0f);
rec02 = new(90.0f, 55.0f, 30.0f, 10.0f);
rec03 = new(80.0f, 65.0f, 15.0f, 25.0f);
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
Rectangle sourceRec = new(
sourceRec = new(
0.0f,
0.0f,
(float)target.Texture.Width,
-(float)target.Texture.Height
);
Rectangle destRec = new(
-virtualRatio,
-virtualRatio,
screenWidth + (virtualRatio * 2),
screenHeight + (virtualRatio * 2)
destRec = new(
(screenWidth - screenWidth / 1.25f) / 2.0f,
(screenHeight - screenHeight / 1.25f) / 2.0f,
screenWidth / 1.25f,
screenHeight / 1.25f
);
Vector2 origin = new(0.0f, 0.0f);
origin = new(0.0f, 0.0f);
float rotation = 0.0f;
rotation = 0.0f;
float cameraX = 0.0f;
float cameraY = 0.0f;
cameraX = 0.0f;
cameraY = 0.0f;
smoothOn = true;
overscan = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
rotation += 60.0f * GetFrameTime(); // Rotate the rectangles, 60 degrees per second
// Make the camera move to demonstrate the effect
cameraX = (MathF.Sin((float)GetTime()) * 50.0f) - 10.0f;
cameraY = MathF.Cos((float)GetTime()) * 30.0f;
// Set the camera's target to the values computed above
screenSpaceCamera.Target = new Vector2(cameraX, cameraY);
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
worldSpaceCamera.Target.X = MathF.Truncate(screenSpaceCamera.Target.X);
screenSpaceCamera.Target.X -= worldSpaceCamera.Target.X;
screenSpaceCamera.Target.X *= virtualRatio;
worldSpaceCamera.Target.Y = MathF.Truncate(screenSpaceCamera.Target.Y);
screenSpaceCamera.Target.Y -= worldSpaceCamera.Target.Y;
screenSpaceCamera.Target.Y *= virtualRatio;
if (IsKeyPressed(KeyboardKey.S))
{
smoothOn = !smoothOn;
}
if (IsKeyPressed(KeyboardKey.O))
{
overscan = !overscan;
}
if (overscan)
{
destRec = new Rectangle(
-virtualRatio,
-virtualRatio,
screenWidth + (virtualRatio * 2),
screenHeight + (virtualRatio * 2)
);
}
else
{
destRec = new Rectangle(
(screenWidth - screenWidth / 1.25f) / 2.0f,
(screenHeight - screenHeight / 1.25f) / 2.0f,
screenWidth / 1.25f,
screenHeight / 1.25f
);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(Color.RayWhite);
BeginMode2D(worldSpaceCamera);
DrawRectanglePro(rec01, origin, rotation, Color.Black);
DrawRectanglePro(rec02, origin, -rotation, Color.Red);
DrawRectanglePro(rec03, origin, rotation + 45.0f, Color.Blue);
EndMode2D();
EndTextureMode();
BeginDrawing();
ClearBackground(Color.LightGray);
if (smoothOn)
{
BeginMode2D(screenSpaceCamera);
DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0.0f, Color.White);
EndMode2D();
}
else
{
DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0.0f, Color.White);
}
DrawText($"Screen resolution: {screenWidth}x{screenHeight}", 10, 10, 20, Color.DarkBlue);
DrawText($"World resolution: {virtualScreenWidth}x{virtualScreenHeight}", 10, 40, 20, Color.DarkGreen);
DrawText($"Smooth: {(smoothOn ? "ON" : "OFF")}", 10, screenHeight - 60, 20, Color.Red);
DrawText($"Overscan: {(overscan ? "ON" : "OFF")}", 10, screenHeight - 30, 20, Color.Red);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTexture(target); // Unload render texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixelperfect");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new SmoothPixelPerfect();
game.Init();
// Main game loop
while (!WindowShouldClose())
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 = (MathF.Sin((float)GetTime()) * 50.0f) - 10.0f;
cameraY = MathF.Cos((float)GetTime()) * 30.0f;
// Set the camera's target to the values computed above
screenSpaceCamera.Target = new 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(Color.RayWhite);
BeginMode2D(worldSpaceCamera);
DrawRectanglePro(rec01, origin, rotation, Color.Black);
DrawRectanglePro(rec02, origin, -rotation, Color.Red);
DrawRectanglePro(rec03, origin, rotation + 45.0f, Color.Blue);
EndMode2D();
EndTextureMode();
BeginDrawing();
ClearBackground(Color.Red);
BeginMode2D(screenSpaceCamera);
DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0.0f, Color.White);
EndMode2D();
DrawText($"Screen resolution: {screenWidth}x{screenHeight}", 10, 10, 20, Color.DarkBlue);
DrawText($"World resolution: {virtualScreenWidth}x{virtualScreenHeight}", 10, 40, 20, Color.DarkGreen);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;