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smooth pixelperfect

★★★☆by Giancamillo Alessandroni (@NotManyIdeasDev)

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//! raylib [core] example - smooth pixelperfect
//!
//! Zig-API translation of examples/core/core_smooth_pixelperfect.c (raylib 6.2).
//! Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
//! reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2021-2025 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    const virtual_screen_width = 160;
    const virtual_screen_height = 90;

    const virtual_ratio: f32 = @as(f32, screen_width) / @as(f32, virtual_screen_width);

    rl.initWindow(screen_width, screen_height, "raylib [core] example - smooth pixelperfect");
    defer rl.closeWindow(); // Close window and OpenGL context

    var world_space_camera: rl.Camera2D = .{ // Game world camera
        .offset = .{ .x = 0, .y = 0 },
        .target = .{ .x = 0, .y = 0 },
        .rotation = 0,
        .zoom = 1.0,
    };
    var screen_space_camera: rl.Camera2D = world_space_camera; // Smoothing camera

    // Load render texture to draw all our objects
    const target = try rl.loadRenderTexture(virtual_screen_width, virtual_screen_height);
    defer rl.unloadRenderTexture(target); // Unload render texture

    const rec01: rl.Rectangle = .{ .x = 70.0, .y = 35.0, .width = 20.0, .height = 20.0 };
    const rec02: rl.Rectangle = .{ .x = 90.0, .y = 55.0, .width = 30.0, .height = 10.0 };
    const rec03: rl.Rectangle = .{ .x = 80.0, .y = 65.0, .width = 15.0, .height = 25.0 };

    // The target's height is flipped (in the source Rectangle), due to OpenGL reasons
    const source_rec: rl.Rectangle = .{
        .x = 0.0,
        .y = 0.0,
        .width = @floatFromInt(target.texture.width),
        .height = -@as(f32, @floatFromInt(target.texture.height)),
    };
    const window_rec: rl.Rectangle = .{
        .x = (screen_width - screen_width / 1.25) / 2.0,
        .y = (screen_height - screen_height / 1.25) / 2.0,
        .width = screen_width / 1.25,
        .height = screen_height / 1.25,
    };
    const overscan_rec: rl.Rectangle = .{
        .x = -virtual_ratio,
        .y = -virtual_ratio,
        .width = screen_width + virtual_ratio * 2,
        .height = screen_height + virtual_ratio * 2,
    };

    const origin: rl.Vector2 = .{ .x = 0.0, .y = 0.0 };

    var rotation: f32 = 0.0;

    var smooth_on = true;
    var overscan = false;

    rl.setTargetFPS(60);

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        rotation += 60.0 * rl.getFrameTime(); // Rotate the rectangles, 60 degrees per second

        // Make the camera move to demonstrate the effect
        const time: f32 = @floatCast(rl.getTime());
        const camera_x = @sin(time) * 50.0 - 10.0;
        const camera_y = @cos(time) * 30.0;

        // Set the camera's target to the values computed above
        screen_space_camera.target = .{ .x = camera_x, .y = camera_y };

        // Round worldSpace coordinates, keep decimals into screenSpace coordinates
        world_space_camera.target.x = @trunc(screen_space_camera.target.x);
        screen_space_camera.target.x -= world_space_camera.target.x;
        screen_space_camera.target.x *= virtual_ratio;

        world_space_camera.target.y = @trunc(screen_space_camera.target.y);
        screen_space_camera.target.y -= world_space_camera.target.y;
        screen_space_camera.target.y *= virtual_ratio;

        if (rl.isKeyPressed(.s)) smooth_on = !smooth_on;
        if (rl.isKeyPressed(.o)) overscan = !overscan;

        const dest_rec = if (overscan) overscan_rec else window_rec;

        // Draw
        {
            rl.beginTextureMode(target);
            defer rl.endTextureMode();

            rl.clearBackground(.ray_white);

            rl.beginMode2D(world_space_camera);
            defer rl.endMode2D();

            rl.drawRectanglePro(rec01, origin, rotation, .black);
            rl.drawRectanglePro(rec02, origin, -rotation, .red);
            rl.drawRectanglePro(rec03, origin, rotation + 45.0, .blue);
        }

        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.light_gray);

        if (smooth_on) {
            rl.beginMode2D(screen_space_camera);
            defer rl.endMode2D();

            rl.drawTexturePro(target.texture, source_rec, dest_rec, origin, 0.0, .white);
        } else {
            rl.drawTexturePro(target.texture, source_rec, dest_rec, origin, 0.0, .white);
        }

        rl.drawText(rl.textFormat("Screen resolution: {d}x{d}", .{ screen_width, screen_height }), 10, 10, 20, .dark_blue);
        rl.drawText(rl.textFormat("World resolution: {d}x{d}", .{ virtual_screen_width, virtual_screen_height }), 10, 40, 20, .dark_green);
        rl.drawText(rl.textFormat("Smooth: {s}", .{if (smooth_on) "ON" else "OFF"}), 10, screen_height - 60, 20, .red);
        rl.drawText(rl.textFormat("Overscan: {s}", .{if (overscan) "ON" else "OFF"}), 10, screen_height - 30, 20, .red);
        rl.drawFPS(rl.getScreenWidth() - 95, 10);
    }
}
/*******************************************************************************************
*
*   raylib [core] example - smooth pixelperfect
*
*   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)
*
*   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)
*
********************************************************************************************/

#include "raylib.h"

#include <math.h>       // Required for: sinf(), cosf()

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // 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 pixelperfect");

    Camera2D worldSpaceCamera = { 0 };  // Game world camera
    worldSpaceCamera.zoom = 1.0f;

    Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
    screenSpaceCamera.zoom = 1.0f;

    // Load render texture to draw all our objects
    RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);

    Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
    Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
    Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };

    // The target's height is flipped (in the source Rectangle), due to OpenGL reasons
    Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
    Rectangle destRec = { (screenWidth - screenWidth/1.25f)/2.0f, (screenHeight - screenHeight/1.25f)/2.0f, screenWidth/1.25f, screenHeight/1.25f };

    Vector2 origin = { 0.0f, 0.0f };

    float rotation = 0.0f;

    float cameraX = 0.0f;
    float cameraY = 0.0f;

    bool smoothOn = true;
    bool overscan = false;

    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------

    // Main game loop
    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 = (sinf((float)GetTime())*50.0f) - 10.0f;
        cameraY = cosf((float)GetTime())*30.0f;

        // Set the camera's target to the values computed above
        screenSpaceCamera.target = (Vector2){ cameraX, cameraY };

        // Round worldSpace coordinates, keep decimals into screenSpace coordinates
        worldSpaceCamera.target.x = truncf(screenSpaceCamera.target.x);
        screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
        screenSpaceCamera.target.x *= virtualRatio;

        worldSpaceCamera.target.y = truncf(screenSpaceCamera.target.y);
        screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
        screenSpaceCamera.target.y *= virtualRatio;

        if (IsKeyPressed(KEY_S)) smoothOn = !smoothOn;
        if (IsKeyPressed(KEY_O)) overscan = !overscan;

        if (overscan)
        {
            destRec = (Rectangle) { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
        }
        else
        {
            destRec = (Rectangle) { (screenWidth - screenWidth/1.25f)/2.0f, (screenHeight - screenHeight/1.25f)/2.0f, screenWidth/1.25f, screenHeight/1.25f };
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginTextureMode(target);
            ClearBackground(RAYWHITE);

            BeginMode2D(worldSpaceCamera);
                DrawRectanglePro(rec01, origin, rotation, BLACK);
                DrawRectanglePro(rec02, origin, -rotation, RED);
                DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
            EndMode2D();
        EndTextureMode();

        BeginDrawing();
            ClearBackground(LIGHTGRAY);

            if (smoothOn)
            {
                BeginMode2D(screenSpaceCamera);
                   DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
                EndMode2D();
            }
            else
            {
                DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
            }

            DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
            DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
            DrawText(TextFormat("Smooth: %s", (smoothOn ? "ON" : "OFF")), 10, screenHeight - 60, 20, RED);
            DrawText(TextFormat("Overscan: %s", (overscan ? "ON" : "OFF")), 10, screenHeight - 30, 20, RED);
            DrawFPS(GetScreenWidth() - 95, 10);
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadRenderTexture(target);    // Unload render texture

    CloseWindow();                  // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.