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Updating julia set example.

Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
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eggmund пре 6 година
родитељ
комит
a7c5e3cab7
2 измењених фајлова са 10 додато и 10 уклоњено
  1. +6
    -6
      examples/shaders/resources/shaders/glsl330/julia_shader.fs
  2. +4
    -4
      examples/shaders/shaders_julia_set.c

+ 6
- 6
examples/shaders/resources/shaders/glsl330/julia_shader.fs Прегледај датотеку

@ -15,10 +15,10 @@ const int MAX_ITERATIONS = 255; // Max iterations to do.
// Square a complex number // Square a complex number
vec2 complexSquare(vec2 z) vec2 complexSquare(vec2 z)
{ {
return vec2( return vec2(
z.x * z.x - z.y * z.y, z.x * z.x - z.y * z.y,
z.x * z.y * 2.0 z.x * z.y * 2.0
); );
} }
// Convert Hue Saturation Value color into RGB // Convert Hue Saturation Value color into RGB
@ -33,8 +33,8 @@ vec3 hsv2rgb(vec3 c)
void main() void main()
{ {
// The pixel coordinates scaled so they are on the mandelbrot scale. // The pixel coordinates scaled so they are on the mandelbrot scale.
vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom, vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5)/zoom,
((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl (((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5)/zoom); // y also flipped due to opengl
int iterations = 0; int iterations = 0;
/* /*

+ 4
- 4
examples/shaders/shaders_julia_set.c Прегледај датотеку

@ -40,14 +40,14 @@ int main()
// Load julia set shader // Load julia set shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex 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"); Shader shader = LoadShader(0, "julia_shader.fs");
// c constant to use in z^2 + c // c constant to use in z^2 + c
float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; 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 1.6 times smaller) // Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller)
float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
float zoom = 1.6f; float zoom = 1.0f;
Vector2 offsetSpeed = { 0.0f, 0.0f }; Vector2 offsetSpeed = { 0.0f, 0.0f };
@ -111,8 +111,8 @@ int main()
// Probably offset movement should be proportional to zoom level // Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{ {
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom -= 0.003f; if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom += 0.003f; if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f;
Vector2 mousePos = GetMousePosition(); Vector2 mousePos = GetMousePosition();

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