New example: textures_magnifying_glass (#5587)

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BadRAM
2026-02-24 02:26:30 -08:00
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commit ace4d77bfa
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/*******************************************************************************************
*
* raylib textures example - magnifying glass
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Luke Vaughan (@badram) 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) 2026 Luke Vaughan (@badram)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h" // for rlSetBlendFactorsSeparate()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - magnifying glass");
Texture2D bunny = LoadTexture("resources/raybunny.png");
Texture2D parrots = LoadTexture("resources/parrots.png");
// Use image draw to generate a mask texture instead of loading it from a file.
Image circle = GenImageColor(256, 256, BLANK);
ImageDrawCircle(&circle, 128, 128, 128, WHITE);
Texture2D mask = LoadTextureFromImage(circle); // Copy the mask image from RAM to VRAM
UnloadImage(circle); // Unload the image from RAM
RenderTexture2D magnifiedWorld = LoadRenderTexture(256, 256);
Camera2D camera = { 0 };
// Set magnifying glass zoom
camera.zoom = 2;
// Offset by half the size of the magnifying glass to counteract drawing the texture centered on the mouse position
camera.offset = (Vector2){128, 128};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mPos = GetMousePosition();
camera.target = mPos;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the normal version of the world
DrawTexture(parrots, 144, 33, WHITE);
DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, BLACK);
// Render to a the magnifying glass
BeginTextureMode(magnifiedWorld);
ClearBackground(RAYWHITE);
BeginMode2D(camera);
// Draw the same things in the magnified world as were in the normal version
DrawTexture(parrots, 144, 33, WHITE);
DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, BLACK);
// Draw bunnies only in the magnified world.
// BLEND_MULTIPLIED lets them take on the color of the image below them.
BeginBlendMode(BLEND_MULTIPLIED);
DrawTexture(bunny, 250, 350, WHITE);
DrawTexture(bunny, 500, 100, WHITE);
DrawTexture(bunny, 420, 300, WHITE);
DrawTexture(bunny, 650, 10, WHITE);
EndBlendMode();
EndMode2D();
// Mask the magnifying glass view texture to a circle
// To make the mask affect only alpha, a CUSTOM blend mode is used with SEPARATE color/alpha functions
BeginBlendMode(BLEND_CUSTOM_SEPARATE);
// C: Color, A: Alpha, s: source (texture to draw), d: destination (texture drawn to)
// glSrcRGB: RL_ZERO - Cs * 0 = 0 - discard source rgb because we don't want to draw our texture's colors at all
// glDstRGB: RL_ONE - Cd * 1 = Cd - use destination colors unmodified
// glSrcAlpha: RL_ONE - As * 1 = As - use source alpha unmodified
// glDstAlpha: RL_ZERO - Ad * 0 = 0 - discard destination alpha
// glEqRGB: RL_FUNC_ADD - Cs(0) + Cd = Cd - destination color is unmodified
// glEqAlpha: RL_FUNC_ADD - As + Ad(0) = As - destination alpha is set to source alpha
rlSetBlendFactorsSeparate(RL_ZERO, RL_ONE, RL_ONE, RL_ZERO, RL_FUNC_ADD, RL_FUNC_ADD);
DrawTexture(mask, 0, 0, WHITE);
EndBlendMode();
EndTextureMode();
// Draw magnifiedWorld to screen, centered on cursor
DrawTextureRec(magnifiedWorld.texture, (Rectangle){0, 0, 256, -256}, (Vector2){mPos.x - 128, mPos.y - 128}, WHITE);
// Draw the outer ring of the magnifying glass
DrawRing(mPos, 126, 130, 0, 360, 64, BLACK);
// Draw floating specular highlight on the glass
float rx = mPos.x/800;
float ry = mPos.y/800;
DrawCircle((int)(mPos.x - 64*rx) - 32, (int)(mPos.y - 64*ry) - 32, 4, ColorAlpha(WHITE, 0.5));
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(parrots);
UnloadTexture(bunny);
UnloadTexture(mask);
UnloadRenderTexture(magnifiedWorld);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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