|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Julia sets | 
						
						
							|  | * | 
						
						
							|  | *   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 2.5, last time updated with raylib 4.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   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) 2019-2025 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_ANDROID, PLATFORM_WEB | 
						
						
							|  |     #define GLSL_VERSION            100 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | // A few good julia sets | 
						
						
							|  | const float pointsOfInterest[6][2] = | 
						
						
							|  | { | 
						
						
							|  |     { -0.348827f, 0.607167f }, | 
						
						
							|  |     { -0.786268f, 0.169728f }, | 
						
						
							|  |     { -0.8f, 0.156f }, | 
						
						
							|  |     { 0.285f, 0.0f }, | 
						
						
							|  |     { -0.835f, -0.2321f }, | 
						
						
							|  |     { -0.70176f, -0.3842f }, | 
						
						
							|  | }; | 
						
						
							|  | 
 | 
						
						
							|  | const int screenWidth = 800; | 
						
						
							|  | const int screenHeight = 450; | 
						
						
							|  | const float zoomSpeed = 1.01f; | 
						
						
							|  | const float offsetSpeedMul = 2.0f; | 
						
						
							|  | 
 | 
						
						
							|  | const float startingZoom = 0.75f; | 
						
						
							|  | 
 | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets"); | 
						
						
							|  | 
 | 
						
						
							|  |     // Load julia 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/julia_set.fs", GLSL_VERSION)); | 
						
						
							|  | 
 | 
						
						
							|  |     // Create a RenderTexture2D to be used for render to texture | 
						
						
							|  |     RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); | 
						
						
							|  | 
 | 
						
						
							|  |     // c constant to use in z^2 + c | 
						
						
							|  |     float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] }; | 
						
						
							|  | 
 | 
						
						
							|  |     // Offset and zoom to draw the julia set at. (centered on screen and default size) | 
						
						
							|  |     float offset[2] = { 0.0f, 0.0f }; | 
						
						
							|  |     float zoom = startingZoom; | 
						
						
							|  | 
 | 
						
						
							|  |     // 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 cLoc = GetShaderLocation(shader, "c"); | 
						
						
							|  |     int zoomLoc = GetShaderLocation(shader, "zoom"); | 
						
						
							|  |     int offsetLoc = GetShaderLocation(shader, "offset"); | 
						
						
							|  | 
 | 
						
						
							|  |     // Upload the shader uniform values! | 
						
						
							|  |     SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); | 
						
						
							|  |     SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |     SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); | 
						
						
							|  | 
 | 
						
						
							|  |     int incrementSpeed = 0;             // Multiplier of speed to change c value | 
						
						
							|  |     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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // 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)) | 
						
						
							|  |         { | 
						
						
							|  |             if (IsKeyPressed(KEY_ONE)) c[0] = pointsOfInterest[0][0], c[1] = pointsOfInterest[0][1]; | 
						
						
							|  |             else if (IsKeyPressed(KEY_TWO)) c[0] = pointsOfInterest[1][0], c[1] = pointsOfInterest[1][1]; | 
						
						
							|  |             else if (IsKeyPressed(KEY_THREE)) c[0] = pointsOfInterest[2][0], c[1] = pointsOfInterest[2][1]; | 
						
						
							|  |             else if (IsKeyPressed(KEY_FOUR)) c[0] = pointsOfInterest[3][0], c[1] = pointsOfInterest[3][1]; | 
						
						
							|  |             else if (IsKeyPressed(KEY_FIVE)) c[0] = pointsOfInterest[4][0], c[1] = pointsOfInterest[4][1]; | 
						
						
							|  |             else if (IsKeyPressed(KEY_SIX)) c[0] = pointsOfInterest[5][0], c[1] = pointsOfInterest[5][1]; | 
						
						
							|  | 
 | 
						
						
							|  |             SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); | 
						
						
							|  |         } | 
						
						
							|  | 
 | 
						
						
							|  |         // If "R" is pressed, reset zoom and offset. | 
						
						
							|  |         if (IsKeyPressed(KEY_R)) | 
						
						
							|  |         { | 
						
						
							|  |             zoom = startingZoom; | 
						
						
							|  |             offset[0] = 0.0f; | 
						
						
							|  |             offset[1] = 0.0f; | 
						
						
							|  |             SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |             SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); | 
						
						
							|  |         } | 
						
						
							|  | 
 | 
						
						
							|  |         if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0;         // Pause animation (c change) | 
						
						
							|  |         if (IsKeyPressed(KEY_F1)) showControls = !showControls;  // Toggle whether or not to show controls | 
						
						
							|  |  | 
						
						
							|  |         if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; | 
						
						
							|  |         else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--; | 
						
						
							|  | 
 | 
						
						
							|  |         // 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; | 
						
						
							|  | 
 | 
						
						
							|  |             // Update the shader uniform values! | 
						
						
							|  |             SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |             SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); | 
						
						
							|  |         } | 
						
						
							|  | 
 | 
						
						
							|  |         // Increment c value with time | 
						
						
							|  |         const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f; | 
						
						
							|  |         c[0] += dc; | 
						
						
							|  |         c[1] += dc; | 
						
						
							|  |         SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // Using a render texture to draw Julia 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 julia 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 KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE); | 
						
						
							|  |                 DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE); | 
						
						
							|  |                 DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE); | 
						
						
							|  |                 DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, RAYWHITE); | 
						
						
							|  |                 DrawText("Press KEY_R to recenter the camera", 10, 90, 10, RAYWHITE); | 
						
						
							|  |             } | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);               // Unload shader | 
						
						
							|  |     UnloadRenderTexture(target);        // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                      // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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