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/*******************************************************************************************
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*
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* raylib [shaders] example - mandelbrot set
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*
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* Example complexity rating: [★★★☆] 3/4
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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 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant)
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* Based on previous work by Josh Colclough (@joshcol9232)
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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) 2025 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.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 interesting places
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const float pointsOfInterest[6][3] =
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{
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{ -1.76826775f, -0.00422996283f, 28435.9238f },
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{ 0.322004497f, -0.0357099883f, 56499.7266f },
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{ -0.748880744f, -0.0562955774f, 9237.59082f },
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{ -1.78385007f, -0.0156200649f, 14599.5283f },
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{ -0.0985441282f, -0.924688697f, 26259.8535f },
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{ 0.317785531f, -0.0322612226f, 29297.9258f },
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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 = 0.6f;
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const float startingOffset[2] = { -0.5f, 0.0f };
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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 - mandelbrot set");
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// Load mandelbrot 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/mandelbrot_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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// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
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float offset[2] = { startingOffset[0], startingOffset[1] };
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float zoom = startingZoom;
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// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
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// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
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int maxIterations = 333;
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float maxIterationsMultiplier = 166.5f;
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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 zoomLoc = GetShaderLocation(shader, "zoom");
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int offsetLoc = GetShaderLocation(shader, "offset");
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int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
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// Upload 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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SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
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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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bool updateShader = false;
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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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int interestIndex = 0;
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if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
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else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
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else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
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else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
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else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
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else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
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offset[0] = pointsOfInterest[interestIndex][0];
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offset[1] = pointsOfInterest[interestIndex][1];
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zoom = pointsOfInterest[interestIndex][2];
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updateShader = true;
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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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offset[0] = startingOffset[0];
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offset[1] = startingOffset[1];
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zoom = startingZoom;
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updateShader = true;
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}
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if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
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// Change number of max iterations with UP and DOWN keys
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// WARNING: Increasing the number of max iterations greatly impacts performance
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if (IsKeyPressed(KEY_UP))
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{
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maxIterationsMultiplier *= 1.4f;
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updateShader = true;
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}
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else if (IsKeyPressed(KEY_DOWN))
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{
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maxIterationsMultiplier /= 1.4f;
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updateShader = true;
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}
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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 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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updateShader = true;
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}
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// In case a parameter has been changed, update the shader values
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if (updateShader)
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{
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// As we zoom in, increase the number of max iterations to get more detail
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// Aproximate formula, but it works-ish
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maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
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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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SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Using a render texture to draw Mandelbrot 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 mandelbrot 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 F1 to toggle these controls", 10, 30, 10, RAYWHITE);
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DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
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DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
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DrawText("Press R to recenter the camera", 10, 75, 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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