mirror of
https://github.com/raysan5/raylib.git
synced 2026-03-10 19:15:40 +00:00
135 lines
6.0 KiB
C
135 lines
6.0 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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;
|
|
}
|