- /*******************************************************************************************
- *
- * 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).
- *
- * Example originally created with raylib 2.5, last time updated with raylib 4.0
- *
- * Example contributed by Josh Colclough (@joshcol9232) 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) 2019-2024 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- // A few good julia sets
- const float pointsOfInterest[6][2] =
- {
- { -0.348827f, 0.607167f },
- { -0.786268f, 0.169728f },
- { -0.8f, 0.156f },
- { 0.285f, 0.0f },
- { -0.835f, -0.2321f },
- { -0.70176f, -0.3842f },
- };
-
- const int screenWidth = 800;
- const int screenHeight = 450;
- const float zoomSpeed = 1.01f;
- const float offsetSpeedMul = 2.0f;
-
- const float startingZoom = 0.75f;
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- 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));
-
- // Create a RenderTexture2D to be used for render to texture
- RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
-
- // c constant to use in z^2 + c
- float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] };
-
- // Offset and zoom to draw the julia set at. (centered on screen and default size)
- float offset[2] = { 0.0f, 0.0f };
- float zoom = startingZoom;
-
- // 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");
-
- // Upload the shader uniform values!
- SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
- SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
-
- int incrementSpeed = 0; // Multiplier of speed to change c value
- bool showControls = true; // Show controls
-
- 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] = pointsOfInterest[0][0], c[1] = pointsOfInterest[0][1];
- else if (IsKeyPressed(KEY_TWO)) c[0] = pointsOfInterest[1][0], c[1] = pointsOfInterest[1][1];
- else if (IsKeyPressed(KEY_THREE)) c[0] = pointsOfInterest[2][0], c[1] = pointsOfInterest[2][1];
- else if (IsKeyPressed(KEY_FOUR)) c[0] = pointsOfInterest[3][0], c[1] = pointsOfInterest[3][1];
- else if (IsKeyPressed(KEY_FIVE)) c[0] = pointsOfInterest[4][0], c[1] = pointsOfInterest[4][1];
- else if (IsKeyPressed(KEY_SIX)) c[0] = pointsOfInterest[5][0], c[1] = pointsOfInterest[5][1];
-
- SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
- }
-
- // If "R" is pressed, reset zoom and offset.
- if (IsKeyPressed(KEY_R))
- {
- zoom = startingZoom;
- offset[0] = 0.0f;
- offset[1] = 0.0f;
- SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
- }
-
- if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change)
- if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
-
- if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
- else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
-
- // If either left or right button is pressed, zoom in/out.
- if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
- {
- // Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
- zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed;
-
- const Vector2 mousePos = GetMousePosition();
- Vector2 offsetVelocity;
- // Find the velocity at which to change the camera. Take the distance of the mouse
- // from the center of the screen as the direction, and adjust magnitude based on
- // the current zoom.
- offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
- offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
-
- // Apply move velocity to camera
- offset[0] += GetFrameTime()*offsetVelocity.x;
- offset[1] += GetFrameTime()*offsetVelocity.y;
-
- // Update the shader uniform values!
- SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
- }
-
- // Increment c value with time
- const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f;
- c[0] += dc;
- c[1] += dc;
- SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- // 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();
-
- BeginDrawing();
- ClearBackground(BLACK); // Clear screen background
-
- // Draw the saved texture and rendered julia set with shader
- // NOTE: We do not invert texture on Y, already considered inside shader
- BeginShaderMode(shader);
- // WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
- // when rendering the RenderTexture2D to fit in the HighDPI scaled Window
- DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, 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 stop movement animation", 10, 75, 10, RAYWHITE);
- DrawText("Press KEY_R to recenter the camera", 10, 90, 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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