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Эх сурвалжийг харах

Updating julia set example.

Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
eggmund 6 жил өмнө
parent
commit
a7c5e3cab7

+ 6 - 6
examples/shaders/resources/shaders/glsl330/julia_shader.fs

@@ -15,10 +15,10 @@ const int MAX_ITERATIONS = 255; // Max iterations to do.
 // Square a complex number
 vec2 complexSquare(vec2 z)
 {
-   return vec2(
-      z.x * z.x - z.y * z.y,
-      z.x * z.y * 2.0
-   );
+    return vec2(
+        z.x * z.x - z.y * z.y,
+        z.x * z.y * 2.0
+    );
 }
 
 // Convert Hue Saturation Value color into RGB
@@ -33,8 +33,8 @@ vec3 hsv2rgb(vec3 c)
 void main()
 {
     // The pixel coordinates scaled so they are on the mandelbrot scale. 
-    vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom,
-                  ((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl
+    vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5)/zoom,
+                  (((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5)/zoom); // y also flipped due to opengl
     int iterations = 0;
 
     /*

+ 4 - 4
examples/shaders/shaders_julia_set.c

@@ -40,14 +40,14 @@ int main()
 
     // Load julia set shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-    Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs");
+    Shader shader = LoadShader(0, "julia_shader.fs");
     
     // c constant to use in z^2 + c
     float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
     
     // Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller)
     float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
-    float zoom = 1.6f;
+    float zoom = 1.0f;
     
     Vector2 offsetSpeed = { 0.0f, 0.0f };
     
@@ -111,8 +111,8 @@ int main()
             // Probably offset movement should be proportional to zoom level
             if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
             {
-                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom -= 0.003f;
-                if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom += 0.003f;
+                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f;
+                if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f;
 
                 Vector2 mousePos = GetMousePosition();