diff --git a/examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs b/examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs new file mode 100644 index 000000000..aab8514e8 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs @@ -0,0 +1,61 @@ +#version 100 + +#define PI 3.1415926535897932384626433832795 + +precision highp float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +uniform vec2 offset; // Offset of the scale +uniform float zoom; // Zoom of the scale +// NOTE: Maximum number of shader for-loop iterations depend on GPU, +// For example, on RasperryPi for this examply only supports up to 60 +uniform int maxIterations; // Max iterations per pixel + +const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity +const float max2 = max*max; // Square of max to avoid computing square root + +void main() +{ + // The pixel coordinates are scaled so they are on the mandelbrot scale + // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom + vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; + c.x += offset.x; + c.y += offset.y; + float a = 0.0; + float b = 0.0; + + // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function + // Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0 + // Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i + + int iter = 0; + while (iter < maxIterations) + { + float aa = a*a; + float bb = b*b; + if (aa + bb > max2) + break; + + float twoab = 2.0*a*b; + a = aa - bb + c.x; + b = twoab + c.y; + + ++iter; + } + + if (iter >= maxIterations) + { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + float normR = float(iter - (iter/55)*55)/55.0; + float normG = float(iter - (iter/69)*69)/69.0; + float normB = float(iter - (iter/40)*40)/40.0; + + gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0); + } +} diff --git a/examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs b/examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs new file mode 100644 index 000000000..5da3ef437 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs @@ -0,0 +1,59 @@ +#version 120 + +#define PI 3.1415926535897932384626433832795 + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +uniform vec2 offset; // Offset of the scale +uniform float zoom; // Zoom of the scale +// NOTE: Maximum number of shader for-loop iterations depend on GPU, +// For example, on RasperryPi for this examply only supports up to 60 +uniform int maxIterations; // Max iterations per pixel + +const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity +const float max2 = max*max; // Square of max to avoid computing square root + +void main() +{ + // The pixel coordinates are scaled so they are on the mandelbrot scale + // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom + vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; + c.x += offset.x; + c.y += offset.y; + float a = 0.0; + float b = 0.0; + + // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function + // Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0 + // Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i + + int iter = 0; + while (iter < maxIterations) + { + float aa = a*a; + float bb = b*b; + if (aa + bb > max2) + break; + + float twoab = 2.0*a*b; + a = aa - bb + c.x; + b = twoab + c.y; + + ++iter; + } + + if (iter >= maxIterations) + { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + float normR = float(iter - (iter/55)*55)/55.0; + float normG = float(iter - (iter/69)*69)/69.0; + float normB = float(iter - (iter/40)*40)/40.0; + + gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0); + } +} diff --git a/examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs b/examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs new file mode 100644 index 000000000..bde74565f --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs @@ -0,0 +1,58 @@ +#version 330 + +#define PI 3.1415926535897932384626433832795 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Output fragment color +out vec4 finalColor; + +uniform vec2 offset; // Offset of the scale +uniform float zoom; // Zoom of the scale +uniform int maxIterations; // Max iterations per pixel + +const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity +const float max2 = max*max; // Square of max to avoid computing square root + +void main() +{ + // The pixel coordinates are scaled so they are on the mandelbrot scale + // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom + vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; + c.x += offset.x; + c.y += offset.y; + float a = 0.0; + float b = 0.0; + + // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function + // Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0 + // Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i + + int iter = 0; + for (iter = 0; iter < maxIterations; ++iter) + { + float aa = a*a; + float bb = b*b; + if (aa + bb > max2) + break; + + float twoab = 2.0*a*b; + a = aa - bb + c.x; + b = twoab + c.y; + } + + if (iter >= maxIterations) + { + finalColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + float normR = float(iter%55)/55.0; + float normG = float(iter%69)/69.0; + float normB = float(iter%40)/40.0; + + finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0); + } +} diff --git a/examples/shaders/shaders_mandelbrot_set.c b/examples/shaders/shaders_mandelbrot_set.c new file mode 100644 index 000000000..c8d0ce8d3 --- /dev/null +++ b/examples/shaders/shaders_mandelbrot_set.c @@ -0,0 +1,224 @@ +/******************************************************************************************* +* +* raylib [shaders] example - mandelbrot set +* +* Example complexity rating: [★★★☆] 3/4 +* +* 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 5.6, last time updated with raylib 5.6 +* +* Example contributed by Jordi Santonja (@JordSant) +* Based on previous work by Josh Colclough (@joshcol9232) +* +* 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) 2025 Jordi Santonja (@JordSant) +* +********************************************************************************************/ + +#include "raylib.h" +#include + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +// A few good interesting places +const float pointsOfInterest[6][3] = +{ + { -1.76826775f, -0.00422996283f, 28435.9238f }, + { 0.322004497f, -0.0357099883f, 56499.7266f }, + { -0.748880744f, -0.0562955774f, 9237.59082f }, + { -1.78385007f, -0.0156200649f, 14599.5283f }, + { -0.0985441282f, -0.924688697f, 26259.8535f }, + { 0.317785531f, -0.0322612226f, 29297.9258f }, +}; + +const int screenWidth = 800; +const int screenHeight = 450; +const float zoomSpeed = 1.01f; +const float offsetSpeedMul = 2.0f; + +const float startingZoom = 0.6f; +const float startingOffset[2] = { -0.5f, 0.0f }; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set"); + + // Load mandelbrot 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/mandelbrot_set.fs", GLSL_VERSION)); + + // Create a RenderTexture2D to be used for render to texture + RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); + + // Offset and zoom to draw the mandelbrot set at. (centered on screen and default size) + float offset[2] = { startingOffset[0], startingOffset[1] }; + float zoom = startingZoom; + // Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in + // The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys + int maxIterations = 333; + float maxIterationsMultiplier = 166.5f; + + // 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 zoomLoc = GetShaderLocation(shader, "zoom"); + int offsetLoc = GetShaderLocation(shader, "offset"); + int maxIterationsLoc = GetShaderLocation(shader, "maxIterations"); + + // Upload the shader uniform values! + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT); + + 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 + //---------------------------------------------------------------------------------- + bool updateShader = false; + + // 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)) + { + int interestIndex = 0; + if (IsKeyPressed(KEY_ONE)) interestIndex = 0; + else if (IsKeyPressed(KEY_TWO)) interestIndex = 1; + else if (IsKeyPressed(KEY_THREE)) interestIndex = 2; + else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3; + else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4; + else if (IsKeyPressed(KEY_SIX)) interestIndex = 5; + + offset[0] = pointsOfInterest[interestIndex][0]; + offset[1] = pointsOfInterest[interestIndex][1]; + zoom = pointsOfInterest[interestIndex][2]; + updateShader = true; + } + + // If "R" is pressed, reset zoom and offset + if (IsKeyPressed(KEY_R)) + { + offset[0] = startingOffset[0]; + offset[1] = startingOffset[1]; + zoom = startingZoom; + updateShader = true; + } + + if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls + + // Change number of max iterations with UP and DOWN keys + // WARNING: Increasing the number of max iterations greatly impacts performance + if (IsKeyPressed(KEY_UP)) + { + maxIterationsMultiplier *= 1.4f; + updateShader = true; + } + else if (IsKeyPressed(KEY_DOWN)) + { + maxIterationsMultiplier /= 1.4f; + updateShader = true; + } + + // 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; + + updateShader = true; + } + + // In case a parameter has been changed, update the shader values + if (updateShader) + { + // As we zoom in, increase the number of max iterations to get more detail + // Aproximate formula, but it works-ish + maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier); + + // Update the shader uniform values! + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT); + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + // Using a render texture to draw Mandelbrot 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 mandelbrot 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 F1 to toggle these controls", 10, 30, 10, RAYWHITE); + DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE); + DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE); + DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE); + } + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadRenderTexture(target); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/shaders/shaders_mandelbrot_set.png b/examples/shaders/shaders_mandelbrot_set.png new file mode 100644 index 000000000..6d112931d Binary files /dev/null and b/examples/shaders/shaders_mandelbrot_set.png differ diff --git a/projects/VS2022/examples/shaders_mandelbrot_set.vcxproj b/projects/VS2022/examples/shaders_mandelbrot_set.vcxproj new file mode 100644 index 000000000..4ed5581e1 --- /dev/null +++ b/projects/VS2022/examples/shaders_mandelbrot_set.vcxproj @@ -0,0 +1,569 @@ + + + + + Debug.DLL + ARM64 + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + ARM64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + ARM64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + ARM64 + + + Release + Win32 + + + Release + x64 + + + + {1C829D1A-892C-451C-AF0B-AC65C85F5CC6} + Win32Proj 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WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln index d0a886a4f..ef46f8fe1 100644 --- a/projects/VS2022/raylib.sln +++ b/projects/VS2022/raylib.sln @@ -393,6 +393,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_screen_recording", "ex EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_text_file_loading", "examples\core_text_file_loading.vcxproj", "{2F578155-D51F-4C03-AB7F-5C5122CA46CC}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mandelbrot_set", "examples\shaders_mandelbrot_set.vcxproj", "{1C829D1A-892C-451C-AF0B-AC65C85F5CC6}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug.DLL|ARM64 = Debug.DLL|ARM64