orthographic projection
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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.