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orthographic projection

★☆☆☆by Max Danielsson (@autious)

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//! raylib [models] example - orthographic projection
//!
//! Zig-API translation of examples/models/models_orthographic_projection.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2018-2025 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

const fovy_perspective = 45.0;
const width_orthographic = 10.0;

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

    rl.initWindow(screen_width, screen_height, "raylib [models] example - orthographic projection");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Define the camera to look into our 3d world
    var camera: rl.Camera = .{
        .position = .{ .x = 0.0, .y = 10.0, .z = 10.0 },
        .target = .{ .x = 0.0, .y = 0.0, .z = 0.0 },
        .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
        .fovy = fovy_perspective,
        .projection = .perspective,
    };

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isKeyPressed(.space)) {
            switch (camera.projection) {
                .perspective => {
                    camera.fovy = width_orthographic;
                    camera.projection = .orthographic;
                },
                .orthographic => {
                    camera.fovy = fovy_perspective;
                    camera.projection = .perspective;
                },
            }
        }

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

        rl.clearBackground(.ray_white);

        {
            rl.beginMode3D(camera);
            defer rl.endMode3D();

            rl.drawCube(.{ .x = -4.0, .y = 0.0, .z = 2.0 }, 2.0, 5.0, 2.0, .red);
            rl.drawCubeWires(.{ .x = -4.0, .y = 0.0, .z = 2.0 }, 2.0, 5.0, 2.0, .gold);
            rl.drawCubeWires(.{ .x = -4.0, .y = 0.0, .z = -2.0 }, 3.0, 6.0, 2.0, .maroon);

            rl.drawSphere(.{ .x = -1.0, .y = 0.0, .z = -2.0 }, 1.0, .green);
            rl.drawSphereWires(.{ .x = 1.0, .y = 0.0, .z = 2.0 }, 2.0, 16, 16, .lime);

            rl.drawCylinder(.{ .x = 4.0, .y = 0.0, .z = -2.0 }, 1.0, 2.0, 3.0, 4, .sky_blue);
            rl.drawCylinderWires(.{ .x = 4.0, .y = 0.0, .z = -2.0 }, 1.0, 2.0, 3.0, 4, .dark_blue);
            rl.drawCylinderWires(.{ .x = 4.5, .y = -1.0, .z = 2.0 }, 1.0, 1.0, 2.0, 6, .brown);

            rl.drawCylinder(.{ .x = 1.0, .y = 0.0, .z = -4.0 }, 0.0, 1.5, 3.0, 8, .gold);
            rl.drawCylinderWires(.{ .x = 1.0, .y = 0.0, .z = -4.0 }, 0.0, 1.5, 3.0, 8, .pink);

            rl.drawGrid(10, 1.0); // Draw a grid
        }

        rl.drawText("Press Spacebar to switch camera type", 10, rl.getScreenHeight() - 30, 20, .dark_gray);

        switch (camera.projection) {
            .orthographic => rl.drawText("ORTHOGRAPHIC", 10, 40, 20, .black),
            .perspective => rl.drawText("PERSPECTIVE", 10, 40, 20, .black),
        }

        rl.drawFPS(10, 10);
    }
}
/*******************************************************************************************
*
*   raylib [models] example - orthographic projection
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   Example originally created with raylib 2.0, last time updated with raylib 3.7
*
*   Example contributed by Max Danielsson (@autious) 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) 2018-2025 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define FOVY_PERSPECTIVE    45.0f
#define WIDTH_ORTHOGRAPHIC  10.0f

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - orthographic projection");

    // Define the camera to look into our 3d world
    Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_SPACE))
        {
            if (camera.projection == CAMERA_PERSPECTIVE)
            {
                camera.fovy = WIDTH_ORTHOGRAPHIC;
                camera.projection = CAMERA_ORTHOGRAPHIC;
            }
            else
            {
                camera.fovy = FOVY_PERSPECTIVE;
                camera.projection = CAMERA_PERSPECTIVE;
            }
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
                DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
                DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);

                DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
                DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);

                DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
                DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
                DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);

                DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
                DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);

                DrawGrid(10, 1.0f);        // Draw a grid

            EndMode3D();

            DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);

            if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
            else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

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

    return 0;
}

From raylib 6.2. The original on GitHub.