mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Update/merge examples back into main repo (#192)
This commit is contained in:
136
Examples/Core/SmoothPixelperfect.cs
Normal file
136
Examples/Core/SmoothPixelperfect.cs
Normal file
@ -0,0 +1,136 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* 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 (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public static class SmoothPixelPerfect
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// 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.Zoom = 1.0f;
|
||||
|
||||
// Smoothing camera
|
||||
Camera2D screenSpaceCamera = new();
|
||||
screenSpaceCamera.Zoom = 1.0f;
|
||||
|
||||
// This is where we'll draw all our objects.
|
||||
RenderTexture2D 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);
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle 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)
|
||||
);
|
||||
|
||||
Vector2 origin = new(0.0f, 0.0f);
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// 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();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user