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@ -1,6 +1,6 @@ |
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/******************************************************************************************* |
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/******************************************************************************************* |
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* |
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* |
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* raylib [shaders] example - Render julia sets using a shader. |
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* raylib [shaders] example - julia sets |
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* |
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* |
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, |
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, |
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. |
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. |
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@ -10,73 +10,68 @@ |
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* This example has been created using raylib 2.5 (www.raylib.com) |
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* This example has been created using raylib 2.5 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* |
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* Author: eggmund (https://github.com/eggmund) |
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* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5) |
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* |
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* |
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********************************************************************************************/ |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raylib.h" |
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#include <string.h> // For memcpy |
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// Speed when using auto |
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const float AUTO_SPEED = 0.0005; |
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#include "raymath.h" |
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// A few good julia sets |
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// A few good julia sets |
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const float POINTS_OF_INTEREST[6][2] = |
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const float POINTS_OF_INTEREST[6][2] = |
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{ |
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{ |
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{-0.348827, 0.607167}, |
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{-0.786268, 0.169728}, |
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{-0.8, 0.156}, |
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{0.285, 0.0}, |
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{-0.835, -0.2321}, |
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{-0.70176, -0.3842}, |
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{ -0.348827, 0.607167 }, |
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{ -0.786268, 0.169728 }, |
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{ -0.8, 0.156 }, |
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{ 0.285, 0.0 }, |
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{ -0.835, -0.2321 }, |
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{ -0.70176, -0.3842 }, |
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}; |
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}; |
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int main() |
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int main() |
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{ |
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{ |
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// Initialization |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 1280; |
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int screenHeight = 720; |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set renderer"); |
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// If julia set is rendered for this frame. |
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bool rendered = false; |
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bool showControls = true; |
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// Multiplier of speed to change c value. Set to 3 to start off with. |
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int incrementSpeed = 3; |
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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 zoom = 1.6; |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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// c constant to use in z^2 + c |
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float c[2]; |
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// Copy a point of interest into the c variable. 4 bytes per float (32 bits). |
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memcpy(c, &POINTS_OF_INTEREST[0], 8); |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets"); |
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// Load julia set shader |
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// Load julia set shader |
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader |
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader |
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Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs"); |
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Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs"); |
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// Get variable (uniform) location on the shader to connect with the program |
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// c constant to use in z^2 + c |
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float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; |
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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 zoom = 1.6f; |
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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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// NOTE: If uniform variable could not be found in the shader, function returns -1 |
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// The location of c will be stored since we will need to change this whenever c changes |
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int cLoc = GetShaderLocation(shader, "c"); |
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int cLoc = GetShaderLocation(shader, "c"); |
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int zoomLoc = GetShaderLocation(shader, "zoom"); |
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int offsetLoc = GetShaderLocation(shader, "offset"); |
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// Tell the shader what the screen dimensions, zoom, offset and c are |
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// Tell the shader what the screen dimensions, zoom, offset and c are |
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float screenDims[2] = { (float)screenWidth, (float)screenHeight }; |
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float screenDims[2] = { (float)screenWidth, (float)screenHeight }; |
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2); |
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2); |
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SetShaderValue(shader, GetShaderLocation(shader, "zoom"), &zoom, UNIFORM_FLOAT); |
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SetShaderValue(shader, GetShaderLocation(shader, "offset"), offset, UNIFORM_VEC2); |
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); |
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); |
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); |
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); |
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// Create a RenderTexture2D to be used for render to texture |
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// Create a RenderTexture2D to be used for render to texture |
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); |
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); |
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int incrementSpeed = 3; // Multiplier of speed to change c value |
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bool showControls = true; // Show controls |
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bool pause = false; // Pause animation |
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SetTargetFPS(60); // Set the window to run at 60 frames-per-second |
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SetTargetFPS(60); // Set the window to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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//-------------------------------------------------------------------------------------- |
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@ -86,115 +81,86 @@ int main() |
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// Update |
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// Update |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Get input |
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//---------------------------------------------------------------------------------- |
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// Press 1 - 6 to reset c to a point of interest. |
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if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE) || IsKeyPressed(KEY_FOUR) || IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX)) |
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// Press [1 - 6] to reset c to a point of interest |
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if (IsKeyPressed(KEY_ONE) || |
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IsKeyPressed(KEY_TWO) || |
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IsKeyPressed(KEY_THREE) || |
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IsKeyPressed(KEY_FOUR) || |
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IsKeyPressed(KEY_FIVE) || |
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IsKeyPressed(KEY_SIX)) |
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{ |
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{ |
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if (IsKeyPressed(KEY_ONE)) |
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{ |
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memcpy(c, &POINTS_OF_INTEREST[0], 8); |
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} |
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else if (IsKeyPressed(KEY_TWO)) |
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{ |
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memcpy(c, &POINTS_OF_INTEREST[1], 8); |
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} |
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else if (IsKeyPressed(KEY_THREE)) |
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{ |
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memcpy(c, &POINTS_OF_INTEREST[2], 8); |
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} |
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else if (IsKeyPressed(KEY_FOUR)) |
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{ |
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memcpy(c, &POINTS_OF_INTEREST[3], 8); |
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} |
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else if (IsKeyPressed(KEY_FIVE)) |
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{ |
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memcpy(c, &POINTS_OF_INTEREST[4], 8); |
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} |
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else if (IsKeyPressed(KEY_SIX)) |
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{ |
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memcpy(c, &POINTS_OF_INTEREST[5], 8); |
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} |
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); |
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rendered = false; // c value has changed, so render the set again. |
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} |
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if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1]; |
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else if (IsKeyPressed(KEY_TWO)) c[0] = POINTS_OF_INTEREST[1][0], c[1] = POINTS_OF_INTEREST[1][1]; |
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else if (IsKeyPressed(KEY_THREE)) c[0] = POINTS_OF_INTEREST[2][0], c[1] = POINTS_OF_INTEREST[2][1]; |
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else if (IsKeyPressed(KEY_FOUR)) c[0] = POINTS_OF_INTEREST[3][0], c[1] = POINTS_OF_INTEREST[3][1]; |
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else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1]; |
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else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1]; |
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// Press "r" to stop changing c |
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if (IsKeyPressed(KEY_R)) |
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{ |
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incrementSpeed = 0; |
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); |
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} |
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} |
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// Toggle whether or not to show controls |
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if (IsKeyPressed(KEY_H)) |
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if (IsKeyPressed(KEY_P)) pause = !pause; // Pause animation (c change) |
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if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls |
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if (!pause) |
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{ |
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{ |
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showControls = !showControls; |
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} |
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if (IsKeyDown(KEY_RIGHT)) incrementSpeed++; |
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else if (IsKeyDown(KEY_LEFT)) incrementSpeed--; |
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// Scroll to change c increment speed. |
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int mouseMv = GetMouseWheelMove(); // Get the amount the mouse has moved this frame |
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if (mouseMv != 0) |
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{ |
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if (IsKeyDown(KEY_LEFT_SHIFT)) |
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{ |
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incrementSpeed += mouseMv * 10; |
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} |
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else |
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// Use mouse wheel to change zoom |
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zoom -= (float)GetMouseWheelMove()/10.f; |
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); |
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// Use mouse button to change offset |
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) |
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{ |
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{ |
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incrementSpeed += mouseMv; |
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// TODO: Logic is not correct, the idea is getting zoom focus to pointed area |
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Vector2 mousePos = GetMousePosition(); |
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offset[0] = mousePos.x -(float)screenWidth; |
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offset[1] = mousePos.y -(float)screenHeight; |
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); |
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} |
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} |
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rendered = false; |
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} |
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if (incrementSpeed != 0) |
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{ |
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float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED; |
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// Increment c value with time |
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float amount = GetFrameTime()*incrementSpeed*0.0005f; |
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c[0] += amount; |
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c[0] += amount; |
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c[1] += amount; |
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c[1] += amount; |
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// Update the c value in the shader. |
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); |
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); |
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rendered = false; |
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} |
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} |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Draw |
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// Draw |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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BeginDrawing(); |
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ClearBackground(BLACK); // Clear the screen of the previous frame. |
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ClearBackground(BLACK); // Clear the screen of the previous frame. |
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// If the c value has changed, redraw the julia set using the shader, onto the render texture. |
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if (!rendered) |
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{ |
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BeginTextureMode(target); // Enable drawing to texture |
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ClearBackground(BLACK); // Clear the last frame drawn on the texture. |
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// Draw a rectangle in shader mode. This acts as a canvas for the shader to draw on. |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, screenWidth, screenHeight, BLACK); |
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EndShaderMode(); |
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EndTextureMode(); |
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rendered = true; // The set is now rendered, so do not compute it again until it next changes. |
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} |
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// Draw the saved texture (rendered julia set). |
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, target.texture.height }, (Vector2){ 0, 0 }, WHITE); |
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// Using a render texture to draw Julia set |
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BeginTextureMode(target); // Enable drawing to texture |
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ClearBackground(BLACK); // Clear the render texture |
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// Draw a rectangle in shader mode |
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// NOTE: This acts as a canvas for the shader to draw on |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK); |
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EndShaderMode(); |
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EndTextureMode(); |
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// Draw the saved texture (rendered julia set) |
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, Vector2Zero(), WHITE); |
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// Print information. |
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DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE ); |
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// Draw information |
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//DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 10, RAYWHITE); |
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if (showControls) |
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if (showControls) |
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{ |
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{ |
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DrawText("Press keys 1 - 6 to change point of interest.", 10, screenHeight - 88, 20, RAYWHITE); |
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DrawText("Use the scroll wheel to auto increment the c value. Hold shift while scrolling to increase speed by 10.", 10, screenHeight - 66, 20, RAYWHITE); |
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DrawText("Press 'r' to reset speed.", 10, screenHeight - 44, 20, RAYWHITE); |
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DrawText("Press 'h' to hide these controls.", 10, screenHeight - 22, 20, RAYWHITE); |
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DrawText("Press keys [1 - 6] to change point of interest", 10, GetScreenHeight() - 60, 10, RAYWHITE); |
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, GetScreenHeight() - 45, 10, RAYWHITE); |
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DrawText("Press KEY_P to pause movement animation", 10, GetScreenHeight() - 30, 10, RAYWHITE); |
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DrawText("Press KEY_F1 to toggle these controls", 10, GetScreenHeight() - 15, 10, RAYWHITE); |
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} |
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} |
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EndDrawing(); |
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EndDrawing(); |
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