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- /*******************************************************************************************
- *
- * 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
- #if defined(PLATFORM_DESKTOP)
- int maxIterations = 333;
- float maxIterationsMultiplier = 166.5f;
- #else
- int maxIterations = 43;
- float maxIterationsMultiplier = 22.0f;
- #endif
- // 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;
- }
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