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			|  |  |  | /******************************************************************************************* | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   raylib [shaders] example - Render julia sets using a shader. | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   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) | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Author: eggmund (https://github.com/eggmund) | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | ********************************************************************************************/ | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | #include "raylib.h" | 
		
	
		
			
			|  |  |  | #include <string.h> // For memcpy | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Speed when using auto | 
		
	
		
			
			|  |  |  | const float AUTO_SPEED = 0.0005; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // 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() | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Initialization | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | int screenWidth = 1280; | 
		
	
		
			
			|  |  |  | int screenHeight = 720; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set renderer"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // If julia set is rendered for this frame. | 
		
	
		
			
			|  |  |  | bool rendered = false; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | bool showControls = true; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Multiplier of speed to change c value. Set to 3 to start off with. | 
		
	
		
			
			|  |  |  | int incrementSpeed = 3; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Offset and zoom to draw the julia set at. (centered on screen and 2 times smaller) | 
		
	
		
			
			|  |  |  | float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; | 
		
	
		
			
			|  |  |  | float zoom = 1.6; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // c constant to use in z^2 + c | 
		
	
		
			
			|  |  |  | float c[2]; | 
		
	
		
			
			|  |  |  | // Copy a point of interest into the c variable. 4 bytes per float (32 bits). | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[0], 8); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Load julia set shader | 
		
	
		
			
			|  |  |  | // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | 
		
	
		
			
			|  |  |  | Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Get variable (uniform) location on the shader to connect with the program | 
		
	
		
			
			|  |  |  | // NOTE: If uniform variable could not be found in the shader, function returns -1 | 
		
	
		
			
			|  |  |  | // The location of c will be stored since we will need to change this whenever c changes | 
		
	
		
			
			|  |  |  | int cLoc = GetShaderLocation(shader, "c"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // 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, GetShaderLocation(shader, "zoom"), &zoom, UNIFORM_FLOAT); | 
		
	
		
			
			|  |  |  | SetShaderValue(shader, GetShaderLocation(shader, "offset"), offset, UNIFORM_VEC2); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Create a RenderTexture2D to be used for render to texture | 
		
	
		
			
			|  |  |  | RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | SetTargetFPS(60);                       // Set the window to run at 60 frames-per-second | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Main game loop | 
		
	
		
			
			|  |  |  | while (!WindowShouldClose())            // Detect window close button or ESC key | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Update | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Get input | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Press 0 - 4 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)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[0], 8); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else if (IsKeyPressed(KEY_TWO)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[1], 8); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else if (IsKeyPressed(KEY_THREE)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[2], 8); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else if (IsKeyPressed(KEY_FOUR)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[3], 8); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else if (IsKeyPressed(KEY_FIVE)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[4], 8); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else if (IsKeyPressed(KEY_SIX)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | memcpy(c, &POINTS_OF_INTEREST[5], 8); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); | 
		
	
		
			
			|  |  |  | rendered = false;  // c value has changed, so render the set again. | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Press "r" to stop changing c | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_R)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | incrementSpeed = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Toggle whether or not to show controls | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_H)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | showControls = !showControls; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Scroll to change c increment speed. | 
		
	
		
			
			|  |  |  | int mouseMv = GetMouseWheelMove();  // Get the amount the mouse has moved this frame | 
		
	
		
			
			|  |  |  | if (mouseMv != 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_LEFT_SHIFT)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | incrementSpeed += mouseMv * 10; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | incrementSpeed += mouseMv; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | rendered = false; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (incrementSpeed != 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED; | 
		
	
		
			
			|  |  |  | c[0] += amount; | 
		
	
		
			
			|  |  |  | c[1] += amount; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Update the c value in the shader. | 
		
	
		
			
			|  |  |  | SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); | 
		
	
		
			
			|  |  |  | rendered = false; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | BeginDrawing(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | ClearBackground(BLACK);  // Clear the screen of the previous frame. | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // If the c value has changed, redraw the julia set using the shader, onto the render texture. | 
		
	
		
			
			|  |  |  | if (!rendered) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | BeginTextureMode(target);   // Enable drawing to texture | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | ClearBackground(BLACK); // Clear the last frame drawn on the texture. | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw a rectangle in shader mode. This acts as a canvas for the shader to draw on. | 
		
	
		
			
			|  |  |  | BeginShaderMode(shader); | 
		
	
		
			
			|  |  |  | DrawRectangle(0, 0, screenWidth, screenHeight, BLACK); | 
		
	
		
			
			|  |  |  | EndShaderMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndTextureMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | rendered = true; // The set is now rendered, so do not compute it again until it next changes. | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw the saved texture (rendered julia set). | 
		
	
		
			
			|  |  |  | DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, target.texture.height }, (Vector2){ 0, 0 }, WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Print information. | 
		
	
		
			
			|  |  |  | DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE ); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (showControls) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | DrawText("Press keys 1 - 6 to change point of interest.", 10, screenHeight - 88, 20, RAYWHITE); | 
		
	
		
			
			|  |  |  | 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); | 
		
	
		
			
			|  |  |  | DrawText("Press 'r' to reset speed.", 10, screenHeight - 44, 20, RAYWHITE); | 
		
	
		
			
			|  |  |  | DrawText("Press 'h' to hide these controls.", 10, screenHeight - 22, 20, RAYWHITE); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndDrawing(); | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // De-Initialization | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | UnloadShader(shader);           // Unload shader | 
		
	
		
			
			|  |  |  | UnloadRenderTexture(target);    // Unload render texture | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | CloseWindow();                  // Close window and OpenGL context | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return 0; | 
		
	
		
			
			|  |  |  | } |