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[examples] Added: `shaders_mandelbrot_set` (#5282)

* [examples] Added: `shaders_mandelbrot_set`

* Simplified shader code and added comments

* Comments starting with a capital letter, and some minor fixes to adhere to the convention
JordSant 2 months ago
parent
commit
aeafce5db4

+ 61 - 0
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs

@@ -0,0 +1,61 @@
+#version 100
+
+#define PI 3.1415926535897932384626433832795
+
+precision highp float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+uniform vec2 offset;            // Offset of the scale
+uniform float zoom;             // Zoom of the scale
+// NOTE: Maximum number of shader for-loop iterations depend on GPU,
+// For example, on RasperryPi for this examply only supports up to 60
+uniform int maxIterations;      // Max iterations per pixel
+
+const float max = 4.0;          // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
+const float max2 = max*max;     // Square of max to avoid computing square root
+
+void main()
+{
+    // The pixel coordinates are scaled so they are on the mandelbrot scale
+    // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
+    vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
+    c.x += offset.x;
+    c.y += offset.y;
+    float a = 0.0;
+    float b = 0.0;
+
+    // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
+    // Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
+    // Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
+
+    int iter = 0;
+    while (iter < maxIterations)
+    {
+        float aa = a*a;
+        float bb = b*b;
+        if (aa + bb > max2)
+            break;
+
+        float twoab = 2.0*a*b;
+        a = aa - bb + c.x;
+        b = twoab + c.y;
+
+        ++iter;
+    }
+
+    if (iter >= maxIterations)
+    {
+        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+    }
+    else
+    {
+        float normR = float(iter - (iter/55)*55)/55.0;
+        float normG = float(iter - (iter/69)*69)/69.0;
+        float normB = float(iter - (iter/40)*40)/40.0;
+
+        gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
+    }
+}

+ 59 - 0
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs

@@ -0,0 +1,59 @@
+#version 120
+
+#define PI 3.1415926535897932384626433832795
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+uniform vec2 offset;            // Offset of the scale
+uniform float zoom;             // Zoom of the scale
+// NOTE: Maximum number of shader for-loop iterations depend on GPU,
+// For example, on RasperryPi for this examply only supports up to 60
+uniform int maxIterations;      // Max iterations per pixel
+
+const float max = 4.0;          // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
+const float max2 = max*max;     // Square of max to avoid computing square root
+
+void main()
+{
+    // The pixel coordinates are scaled so they are on the mandelbrot scale
+    // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
+    vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
+    c.x += offset.x;
+    c.y += offset.y;
+    float a = 0.0;
+    float b = 0.0;
+
+    // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
+    // Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
+    // Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
+
+    int iter = 0;
+    while (iter < maxIterations)
+    {
+        float aa = a*a;
+        float bb = b*b;
+        if (aa + bb > max2)
+            break;
+
+        float twoab = 2.0*a*b;
+        a = aa - bb + c.x;
+        b = twoab + c.y;
+
+        ++iter;
+    }
+
+    if (iter >= maxIterations)
+    {
+        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+    }
+    else
+    {
+        float normR = float(iter - (iter/55)*55)/55.0;
+        float normG = float(iter - (iter/69)*69)/69.0;
+        float normB = float(iter - (iter/40)*40)/40.0;
+
+        gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
+    }
+}

+ 58 - 0
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs

@@ -0,0 +1,58 @@
+#version 330
+
+#define PI 3.1415926535897932384626433832795
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+uniform vec2 offset;            // Offset of the scale
+uniform float zoom;             // Zoom of the scale
+uniform int maxIterations;      // Max iterations per pixel
+
+const float max = 4.0;          // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
+const float max2 = max*max;     // Square of max to avoid computing square root
+
+void main()
+{
+    // The pixel coordinates are scaled so they are on the mandelbrot scale
+    // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
+    vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
+    c.x += offset.x;
+    c.y += offset.y;
+    float a = 0.0;
+    float b = 0.0;
+
+    // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
+    // Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
+    // Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
+
+    int iter = 0;
+    for (iter = 0; iter < maxIterations; ++iter)
+    {
+        float aa = a*a;
+        float bb = b*b;
+        if (aa + bb > max2)
+            break;
+
+        float twoab = 2.0*a*b;
+        a = aa - bb + c.x;
+        b = twoab + c.y;
+    }
+
+    if (iter >= maxIterations)
+    {
+        finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+    }
+    else
+    {
+        float normR = float(iter%55)/55.0;
+        float normG = float(iter%69)/69.0;
+        float normB = float(iter%40)/40.0;
+
+        finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
+    }
+}

+ 224 - 0
examples/shaders/shaders_mandelbrot_set.c

@@ -0,0 +1,224 @@
+/*******************************************************************************************
+*
+*   raylib [shaders] example - mandelbrot set
+*
+*   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 5.6, last time updated with raylib 5.6
+*
+*   Example contributed by Jordi Santonja (@JordSant)
+*   Based on previous work by Josh Colclough (@joshcol9232)
+*
+*   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) 2025 Jordi Santonja (@JordSant)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <math.h>
+
+#if defined(PLATFORM_DESKTOP)
+    #define GLSL_VERSION            330
+#else   // PLATFORM_ANDROID, PLATFORM_WEB
+    #define GLSL_VERSION            100
+#endif
+
+// A few good interesting places
+const float pointsOfInterest[6][3] =
+{
+    { -1.76826775f, -0.00422996283f, 28435.9238f },
+    { 0.322004497f, -0.0357099883f, 56499.7266f },
+    { -0.748880744f, -0.0562955774f, 9237.59082f },
+    { -1.78385007f, -0.0156200649f, 14599.5283f },
+    { -0.0985441282f, -0.924688697f, 26259.8535f },
+    { 0.317785531f, -0.0322612226f, 29297.9258f },
+};
+
+const int screenWidth = 800;
+const int screenHeight = 450;
+const float zoomSpeed = 1.01f;
+const float offsetSpeedMul = 2.0f;
+
+const float startingZoom = 0.6f;
+const float startingOffset[2] = { -0.5f, 0.0f };
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
+
+    // Load mandelbrot 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/mandelbrot_set.fs", GLSL_VERSION));
+
+    // Create a RenderTexture2D to be used for render to texture
+    RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
+
+    // Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
+    float offset[2] = { startingOffset[0], startingOffset[1] };
+    float zoom = startingZoom;
+    // Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
+	// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
+    int maxIterations = 333;
+    float maxIterationsMultiplier = 166.5f;
+
+    // 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 zoomLoc = GetShaderLocation(shader, "zoom");
+    int offsetLoc = GetShaderLocation(shader, "offset");
+    int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
+
+    // Upload the shader uniform values!
+    SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
+    SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
+    SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
+
+    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
+        //----------------------------------------------------------------------------------
+        bool updateShader = false;
+
+        // 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))
+        {
+            int interestIndex = 0;
+            if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
+            else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
+            else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
+            else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
+            else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
+            else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
+
+            offset[0] = pointsOfInterest[interestIndex][0];
+            offset[1] = pointsOfInterest[interestIndex][1];
+            zoom = pointsOfInterest[interestIndex][2];
+            updateShader = true;
+        }
+
+        // If "R" is pressed, reset zoom and offset
+        if (IsKeyPressed(KEY_R))
+        {
+            offset[0] = startingOffset[0];
+            offset[1] = startingOffset[1];
+            zoom = startingZoom;
+            updateShader = true;
+        }
+
+        if (IsKeyPressed(KEY_F1)) showControls = !showControls;  // Toggle whether or not to show controls
+
+		// Change number of max iterations with UP and DOWN keys
+		// WARNING: Increasing the number of max iterations greatly impacts performance
+        if (IsKeyPressed(KEY_UP))
+        {
+            maxIterationsMultiplier *= 1.4f;
+            updateShader = true;
+        }
+        else if (IsKeyPressed(KEY_DOWN))
+        {
+            maxIterationsMultiplier /= 1.4f;
+            updateShader = true;
+        }
+
+        // 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;
+
+            updateShader = true;
+        }
+
+		// In case a parameter has been changed, update the shader values
+        if (updateShader)
+		{
+			// As we zoom in, increase the number of max iterations to get more detail
+            // Aproximate formula, but it works-ish
+            maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
+
+            // Update the shader uniform values!
+            SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
+            SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
+            SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        // Using a render texture to draw Mandelbrot 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 mandelbrot 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 F1 to toggle these controls", 10, 30, 10, RAYWHITE);
+                DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
+                DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
+                DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE);
+            }
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadShader(shader);               // Unload shader
+    UnloadRenderTexture(target);        // Unload render texture
+
+    CloseWindow();                      // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shaders/shaders_mandelbrot_set.png


+ 569 - 0
projects/VS2022/examples/shaders_mandelbrot_set.vcxproj

@@ -0,0 +1,569 @@
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+    </PostBuildEvent>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\..\examples\shaders\shaders_mandelbrot_set.c" />
+  </ItemGroup>
+  <ItemGroup>
+    <ResourceCompile Include="..\..\..\examples\examples.rc" />
+  </ItemGroup>
+  <ItemGroup>
+    <ProjectReference Include="..\raylib\raylib.vcxproj">
+      <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
+    </ProjectReference>
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 2 - 0
projects/VS2022/raylib.sln

@@ -393,6 +393,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_screen_recording", "ex
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_text_file_loading", "examples\core_text_file_loading.vcxproj", "{2F578155-D51F-4C03-AB7F-5C5122CA46CC}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mandelbrot_set", "examples\shaders_mandelbrot_set.vcxproj", "{1C829D1A-892C-451C-AF0B-AC65C85F5CC6}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug.DLL|ARM64 = Debug.DLL|ARM64