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New example: textures_magnifying_glass (#5587)
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134
examples/textures/textures_magnifying_glass.c
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134
examples/textures/textures_magnifying_glass.c
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/*******************************************************************************************
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*
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* raylib textures example - magnifying glass
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Luke Vaughan (@badram) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2026 Luke Vaughan (@badram)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h" // for rlSetBlendFactorsSeparate()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - magnifying glass");
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Texture2D bunny = LoadTexture("resources/raybunny.png");
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Texture2D parrots = LoadTexture("resources/parrots.png");
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// Use image draw to generate a mask texture instead of loading it from a file.
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Image circle = GenImageColor(256, 256, BLANK);
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ImageDrawCircle(&circle, 128, 128, 128, WHITE);
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Texture2D mask = LoadTextureFromImage(circle); // Copy the mask image from RAM to VRAM
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UnloadImage(circle); // Unload the image from RAM
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RenderTexture2D magnifiedWorld = LoadRenderTexture(256, 256);
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Camera2D camera = { 0 };
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// Set magnifying glass zoom
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camera.zoom = 2;
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// Offset by half the size of the magnifying glass to counteract drawing the texture centered on the mouse position
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camera.offset = (Vector2){128, 128};
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mPos = GetMousePosition();
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camera.target = mPos;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw the normal version of the world
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DrawTexture(parrots, 144, 33, WHITE);
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DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, BLACK);
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// Render to a the magnifying glass
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BeginTextureMode(magnifiedWorld);
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ClearBackground(RAYWHITE);
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BeginMode2D(camera);
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// Draw the same things in the magnified world as were in the normal version
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DrawTexture(parrots, 144, 33, WHITE);
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DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, BLACK);
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// Draw bunnies only in the magnified world.
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// BLEND_MULTIPLIED lets them take on the color of the image below them.
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BeginBlendMode(BLEND_MULTIPLIED);
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DrawTexture(bunny, 250, 350, WHITE);
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DrawTexture(bunny, 500, 100, WHITE);
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DrawTexture(bunny, 420, 300, WHITE);
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DrawTexture(bunny, 650, 10, WHITE);
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EndBlendMode();
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EndMode2D();
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// Mask the magnifying glass view texture to a circle
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// To make the mask affect only alpha, a CUSTOM blend mode is used with SEPARATE color/alpha functions
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BeginBlendMode(BLEND_CUSTOM_SEPARATE);
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// C: Color, A: Alpha, s: source (texture to draw), d: destination (texture drawn to)
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// glSrcRGB: RL_ZERO - Cs * 0 = 0 - discard source rgb because we don't want to draw our texture's colors at all
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// glDstRGB: RL_ONE - Cd * 1 = Cd - use destination colors unmodified
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// glSrcAlpha: RL_ONE - As * 1 = As - use source alpha unmodified
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// glDstAlpha: RL_ZERO - Ad * 0 = 0 - discard destination alpha
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// glEqRGB: RL_FUNC_ADD - Cs(0) + Cd = Cd - destination color is unmodified
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// glEqAlpha: RL_FUNC_ADD - As + Ad(0) = As - destination alpha is set to source alpha
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rlSetBlendFactorsSeparate(RL_ZERO, RL_ONE, RL_ONE, RL_ZERO, RL_FUNC_ADD, RL_FUNC_ADD);
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DrawTexture(mask, 0, 0, WHITE);
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EndBlendMode();
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EndTextureMode();
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// Draw magnifiedWorld to screen, centered on cursor
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DrawTextureRec(magnifiedWorld.texture, (Rectangle){0, 0, 256, -256}, (Vector2){mPos.x - 128, mPos.y - 128}, WHITE);
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// Draw the outer ring of the magnifying glass
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DrawRing(mPos, 126, 130, 0, 360, 64, BLACK);
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// Draw floating specular highlight on the glass
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float rx = mPos.x/800;
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float ry = mPos.y/800;
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DrawCircle((int)(mPos.x - 64*rx) - 32, (int)(mPos.y - 64*ry) - 32, 4, ColorAlpha(WHITE, 0.5));
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(parrots);
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UnloadTexture(bunny);
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UnloadTexture(mask);
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UnloadRenderTexture(magnifiedWorld);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/textures/textures_magnifying_glass.png
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BIN
examples/textures/textures_magnifying_glass.png
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Binary file not shown.
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