Created
May 14, 2025 22:32
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Pixel perfect viewport with resolution scaling
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GAME_WIDTH :: f32(320) | |
GAME_HEIGHT :: f32(180) | |
gfx_get_resolution_scaling :: proc(window_pixel_width, window_pixel_height: i32) -> int | |
{ | |
dpi_scale := sdl.GetWindowPixelDensity(G.WINDOW) | |
width := f32(window_pixel_width) * dpi_scale | |
height := f32(window_pixel_height) * dpi_scale | |
window_aspect_ratio := width / height | |
game_aspect_ratio := GAME_WIDTH / GAME_HEIGHT | |
res := int(height / GAME_HEIGHT if game_aspect_ratio < window_aspect_ratio else width / GAME_WIDTH) | |
return res if res > 1 else 1 | |
} | |
gfx_get_pixel_perfect_viewport :: proc(window_pixel_width, window_pixel_height: i32, resolution_scale: int) -> sdl.GPUViewport | |
{ | |
dpi_scale := sdl.GetWindowPixelDensity(G.WINDOW) | |
width := f32(window_pixel_width) * dpi_scale | |
height := f32(window_pixel_height) * dpi_scale | |
scale := f32(resolution_scale) | |
platform_width := GAME_WIDTH * scale | |
platform_height := GAME_HEIGHT * scale | |
vp_x := (width - platform_width) / 2 | |
vp_y := (height - platform_height) / 2 | |
vp_w := platform_width | |
vp_h := platform_height | |
vp := sdl.GPUViewport { | |
x = sdl.roundf(vp_x), | |
y = sdl.roundf(vp_y), | |
w = sdl.roundf(vp_w), | |
h = sdl.roundf(vp_h), | |
} | |
return vp | |
} | |
resolution_scale := gfx_get_resolution_scaling(window_width, window_height) | |
viewport := gfx_get_pixel_perfect_viewport(window_width, window_height, resolution_scale) |
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