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- /*******************************************************************************************
- *
- * raylib [shaders] example - julia sets
- *
- * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
- * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
- *
- * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
- *
- * This example has been created using raylib 2.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- // A few good julia sets
- const float POINTS_OF_INTEREST[6][2] =
- {
- { -0.348827, 0.607167 },
- { -0.786268, 0.169728 },
- { -0.8, 0.156 },
- { 0.285, 0.0 },
- { -0.835, -0.2321 },
- { -0.70176, -0.3842 },
- };
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
-
- // Load julia set shader
- // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
-
- // c constant to use in z^2 + c
- float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
-
- // Offset and zoom to draw the julia set at. (centered on screen and default size)
- float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
- float zoom = 1.0f;
-
- Vector2 offsetSpeed = { 0.0f, 0.0f };
-
- // Get variable (uniform) locations on the shader to connect with the program
- // NOTE: If uniform variable could not be found in the shader, function returns -1
- int cLoc = GetShaderLocation(shader, "c");
- int zoomLoc = GetShaderLocation(shader, "zoom");
- int offsetLoc = GetShaderLocation(shader, "offset");
-
- // Tell the shader what the screen dimensions, zoom, offset and c are
- float screenDims[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
-
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
-
- // Create a RenderTexture2D to be used for render to texture
- RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-
- int incrementSpeed = 0; // Multiplier of speed to change c value
- bool showControls = true; // Show controls
- bool pause = false; // Pause animation
-
- 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
- //----------------------------------------------------------------------------------
- // Press [1 - 6] to reset c to a point of interest
- if (IsKeyPressed(KEY_ONE) ||
- IsKeyPressed(KEY_TWO) ||
- IsKeyPressed(KEY_THREE) ||
- IsKeyPressed(KEY_FOUR) ||
- IsKeyPressed(KEY_FIVE) ||
- IsKeyPressed(KEY_SIX))
- {
- if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1];
- else if (IsKeyPressed(KEY_TWO)) c[0] = POINTS_OF_INTEREST[1][0], c[1] = POINTS_OF_INTEREST[1][1];
- else if (IsKeyPressed(KEY_THREE)) c[0] = POINTS_OF_INTEREST[2][0], c[1] = POINTS_OF_INTEREST[2][1];
- else if (IsKeyPressed(KEY_FOUR)) c[0] = POINTS_OF_INTEREST[3][0], c[1] = POINTS_OF_INTEREST[3][1];
- else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
- else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
-
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- }
-
- if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
- if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
-
- if (!pause)
- {
- if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
- else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
-
- // TODO: The idea is to zoom and move around with mouse
- // Probably offset movement should be proportional to zoom level
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
- {
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
- if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
-
- Vector2 mousePos = GetMousePosition();
-
- offsetSpeed.x = mousePos.x -(float)screenWidth/2;
- offsetSpeed.y = mousePos.y -(float)screenHeight/2;
-
- // Slowly move camera to targetOffset
- offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
- offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
- }
- else offsetSpeed = (Vector2){ 0.0f, 0.0f };
-
- SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
-
- // Increment c value with time
- float amount = GetFrameTime()*incrementSpeed*0.0005f;
- c[0] += amount;
- c[1] += amount;
-
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(BLACK); // Clear the screen of the previous frame.
-
- // Using a render texture to draw Julia set
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(BLACK); // Clear the render texture
-
- // Draw a rectangle in shader mode to be used as shader canvas
- // NOTE: Rectangle uses font white character texture coordinates,
- // so shader can not be applied here directly because input vertexTexCoord
- // do not represent full screen coordinates (space where want to apply shader)
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
- EndTextureMode();
-
- // Draw the saved texture and rendered julia set with shader
- // NOTE: We do not invert texture on Y, already considered inside shader
- BeginShaderMode(shader);
- DrawTexture(target.texture, 0, 0, WHITE);
- EndShaderMode();
-
- if (showControls)
- {
- DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
- DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE);
- DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
- DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
- DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadRenderTexture(target); // Unload render texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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