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@ -47,9 +47,10 @@ int main() |
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// Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller) |
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float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; |
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float targetOffset[2] = { offset[0], offset[1] }; |
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float zoom = 1.6f; |
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Vector2 offsetSpeed = { 0.0f, 0.0f }; |
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// Get variable (uniform) locations on the shader to connect with the program |
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// NOTE: If uniform variable could not be found in the shader, function returns -1 |
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int cLoc = GetShaderLocation(shader, "c"); |
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@ -106,23 +107,24 @@ int main() |
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if (IsKeyDown(KEY_RIGHT)) incrementSpeed++; |
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else if (IsKeyDown(KEY_LEFT)) incrementSpeed--; |
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// Use mouse button to change offset |
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) |
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// TODO: The idea is to zoom and move around with mouse |
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// Probably offset movement should be proportional to zoom level |
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) |
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{ |
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if (IsKeyDown(KEY_LEFT_SHIFT)) zoom -= 0.002f; |
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else zoom += 0.002f; |
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// TODO: Logic is not correct, the idea is getting zoom focus to pointed area |
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += 0.003f; |
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= 0.003f; |
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Vector2 mousePos = GetMousePosition(); |
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targetOffset[0] = mousePos.x -(float)screenWidth; |
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targetOffset[1] = mousePos.y -(float)screenHeight; |
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offsetSpeed.x = mousePos.x -(float)screenWidth/2; |
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offsetSpeed.y = mousePos.y -(float)screenHeight/2; |
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// Slowly move camera to targetOffset |
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offset[0] += GetFrameTime()*offsetSpeed.x*0.8f; |
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offset[1] += GetFrameTime()*offsetSpeed.y*0.8f; |
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} |
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// Slowly move camera to targetOffset |
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offset[0] += GetFrameTime()*2.0f*(targetOffset[0] - offset[0]); |
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offset[1] += GetFrameTime()*2.0f*(targetOffset[1] - offset[1]); |
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else offsetSpeed = (Vector2){ 0.0f, 0.0f }; |
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); |
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); |
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