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Diffstat (limited to 'raylib/examples/shaders/shaders_julia_set.c')
| -rw-r--r-- | raylib/examples/shaders/shaders_julia_set.c | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/raylib/examples/shaders/shaders_julia_set.c b/raylib/examples/shaders/shaders_julia_set.c new file mode 100644 index 0000000..aebb287 --- /dev/null +++ b/raylib/examples/shaders/shaders_julia_set.c @@ -0,0 +1,196 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Julia sets +* +* 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 eggmund (@eggmund) 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) 2019-2023 eggmund (@eggmund) 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 }, +}; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + //SetConfigFlags(FLAG_WINDOW_HIGHDPI); + 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] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 }; + float zoom = 1.0f; + + Vector2 offsetSpeed = { 0.0f, 0.0f }; + + // 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"); + + // Tell the shader what the screen dimensions, zoom, offset and c are + float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; + SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2); + + 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 + bool pause = false; // Pause animation + + 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 (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change) + if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls + + if (!pause) + { + if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; + else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--; + + // TODO: The idea is to zoom and move around with mouse + // Probably offset movement should be proportional to zoom level + if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + { + if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f; + if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f; + + Vector2 mousePos = GetMousePosition(); + + offsetSpeed.x = mousePos.x -(float)screenWidth/2; + offsetSpeed.y = mousePos.y -(float)screenHeight/2; + + // Slowly move camera to targetOffset + offset[0] += GetFrameTime()*offsetSpeed.x*0.8f; + offset[1] += GetFrameTime()*offsetSpeed.y*0.8f; + } + else offsetSpeed = (Vector2){ 0.0f, 0.0f }; + + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); + + // Increment c value with time + float amount = GetFrameTime()*incrementSpeed*0.0005f; + c[0] += amount; + c[1] += amount; + + 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 pause movement animation", 10, 75, 10, RAYWHITE); + } + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadRenderTexture(target); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |
