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/*******************************************************************************************
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*
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* raylib [shaders] example - Julia sets
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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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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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*
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* Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2024 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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// A few good julia sets
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const float pointsOfInterest[6][2] =
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{
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{ -0.348827f, 0.607167f },
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{ -0.786268f, 0.169728f },
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{ -0.8f, 0.156f },
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{ 0.285f, 0.0f },
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{ -0.835f, -0.2321f },
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{ -0.70176f, -0.3842f },
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};
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const int screenWidth = 800;
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const int screenHeight = 450;
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const float zoomSpeed = 1.01f;
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const float offsetSpeedMul = 2.0f;
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const float startingZoom = 0.75f;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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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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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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// c constant to use in z^2 + c
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float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] };
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// Offset and zoom to draw the julia set at. (centered on screen and default size)
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float offset[2] = { 0.0f, 0.0f };
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float zoom = startingZoom;
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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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int zoomLoc = GetShaderLocation(shader, "zoom");
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int offsetLoc = GetShaderLocation(shader, "offset");
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// Upload the shader uniform values!
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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int incrementSpeed = 0; // Multiplier of speed to change c value
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bool showControls = true; // Show controls
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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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) ||
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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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if (IsKeyPressed(KEY_ONE)) c[0] = pointsOfInterest[0][0], c[1] = pointsOfInterest[0][1];
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else if (IsKeyPressed(KEY_TWO)) c[0] = pointsOfInterest[1][0], c[1] = pointsOfInterest[1][1];
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else if (IsKeyPressed(KEY_THREE)) c[0] = pointsOfInterest[2][0], c[1] = pointsOfInterest[2][1];
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else if (IsKeyPressed(KEY_FOUR)) c[0] = pointsOfInterest[3][0], c[1] = pointsOfInterest[3][1];
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else if (IsKeyPressed(KEY_FIVE)) c[0] = pointsOfInterest[4][0], c[1] = pointsOfInterest[4][1];
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else if (IsKeyPressed(KEY_SIX)) c[0] = pointsOfInterest[5][0], c[1] = pointsOfInterest[5][1];
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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}
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// If "R" is pressed, reset zoom and offset.
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if (IsKeyPressed(KEY_R))
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{
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zoom = startingZoom;
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offset[0] = 0.0f;
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offset[1] = 0.0f;
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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}
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if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // 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 (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
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else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
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// If either left or right button is pressed, zoom in/out.
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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{
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// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
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zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed;
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const Vector2 mousePos = GetMousePosition();
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Vector2 offsetVelocity;
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// Find the velocity at which to change the camera. Take the distance of the mouse
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// from the center of the screen as the direction, and adjust magnitude based on
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// the current zoom.
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
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// Apply move velocity to camera
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offset[0] += GetFrameTime()*offsetVelocity.x;
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offset[1] += GetFrameTime()*offsetVelocity.y;
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// Update the shader uniform values!
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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}
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// Increment c value with time
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const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f;
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c[0] += dc;
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c[1] += dc;
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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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 to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(BLACK); // Clear screen background
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// Draw the saved texture and rendered julia set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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BeginShaderMode(shader);
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// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
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// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
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DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
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EndShaderMode();
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if (showControls)
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{
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DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
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DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE);
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DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
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DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, RAYWHITE);
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DrawText("Press KEY_R to recenter the camera", 10, 90, 10, RAYWHITE);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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