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- /*******************************************************************************************
- *
- * raylib [shaders] example - Render julia sets using a shader.
- *
- * 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).
- *
- * This example has been created using raylib 2.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Author: eggmund (https://github.com/eggmund)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include <string.h> // For memcpy
- // Speed when using auto
- const float AUTO_SPEED = 0.0005;
- // A few good julia sets
- const float POINTS_OF_INTEREST[6][2] =
- {
- {-0.348827, 0.607167},
- {-0.786268, 0.169728},
- {-0.8, 0.156},
- {0.285, 0.0},
- {-0.835, -0.2321},
- {-0.70176, -0.3842},
- };
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 1280;
- int screenHeight = 720;
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set renderer");
- // If julia set is rendered for this frame.
- bool rendered = false;
- bool showControls = true;
- // Multiplier of speed to change c value. Set to 3 to start off with.
- int incrementSpeed = 3;
- // 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 = 1.6;
- // c constant to use in z^2 + c
- float c[2];
- // Copy a point of interest into the c variable. 4 bytes per float (32 bits).
- memcpy(c, &POINTS_OF_INTEREST[0], 8);
- // 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");
-
- // Get variable (uniform) location on the shader to connect with the program
- // NOTE: If uniform variable could not be found in the shader, function returns -1
- // The location of c will be stored since we will need to change this whenever c changes
- int cLoc = GetShaderLocation(shader, "c");
- // Tell the shader what the screen dimensions, zoom, offset and c are
- float screenDims[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
- SetShaderValue(shader, GetShaderLocation(shader, "zoom"), &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, GetShaderLocation(shader, "offset"), offset, UNIFORM_VEC2);
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
-
- // Create a RenderTexture2D to be used for render to texture
- RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-
- SetTargetFPS(60); // Set the window to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Get input
- //----------------------------------------------------------------------------------
- // Press 0 - 4 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))
- {
- memcpy(c, &POINTS_OF_INTEREST[0], 8);
- }
- else if (IsKeyPressed(KEY_TWO))
- {
- memcpy(c, &POINTS_OF_INTEREST[1], 8);
- }
- else if (IsKeyPressed(KEY_THREE))
- {
- memcpy(c, &POINTS_OF_INTEREST[2], 8);
- }
- else if (IsKeyPressed(KEY_FOUR))
- {
- memcpy(c, &POINTS_OF_INTEREST[3], 8);
- }
- else if (IsKeyPressed(KEY_FIVE))
- {
- memcpy(c, &POINTS_OF_INTEREST[4], 8);
- }
- else if (IsKeyPressed(KEY_SIX))
- {
- memcpy(c, &POINTS_OF_INTEREST[5], 8);
- }
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- rendered = false; // c value has changed, so render the set again.
- }
- // Press "r" to stop changing c
- if (IsKeyPressed(KEY_R))
- {
- incrementSpeed = 0;
- }
- // Toggle whether or not to show controls
- if (IsKeyPressed(KEY_H))
- {
- showControls = !showControls;
- }
- // Scroll to change c increment speed.
- int mouseMv = GetMouseWheelMove(); // Get the amount the mouse has moved this frame
- if (mouseMv != 0)
- {
- if (IsKeyDown(KEY_LEFT_SHIFT))
- {
- incrementSpeed += mouseMv * 10;
- }
- else
- {
- incrementSpeed += mouseMv;
- }
- rendered = false;
- }
- if (incrementSpeed != 0)
- {
- float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED;
- c[0] += amount;
- c[1] += amount;
- // Update the c value in the shader.
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- rendered = false;
- }
-
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(BLACK); // Clear the screen of the previous frame.
-
- // If the c value has changed, redraw the julia set using the shader, onto the render texture.
- if (!rendered)
- {
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(BLACK); // Clear the last frame drawn on the texture.
- // Draw a rectangle in shader mode. This acts as a canvas for the shader to draw on.
- BeginShaderMode(shader);
- DrawRectangle(0, 0, screenWidth, screenHeight, BLACK);
- EndShaderMode();
- EndTextureMode();
- rendered = true; // The set is now rendered, so do not compute it again until it next changes.
- }
- // Draw the saved texture (rendered julia set).
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, target.texture.height }, (Vector2){ 0, 0 }, WHITE);
-
- // Print information.
- DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE );
- if (showControls)
- {
- DrawText("Press keys 1 - 6 to change point of interest.", 10, screenHeight - 88, 20, RAYWHITE);
- DrawText("Use the scroll wheel to auto increment the c value. Hold shift while scrolling to increase speed by 10.", 10, screenHeight - 66, 20, RAYWHITE);
- DrawText("Press 'r' to reset speed.", 10, screenHeight - 44, 20, RAYWHITE);
- DrawText("Press 'h' to hide these controls.", 10, screenHeight - 22, 20, 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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