convert submodules to normal folders for now
This commit is contained in:
parent
389e934900
commit
ed1e0ecb6b
1041 changed files with 572002 additions and 13 deletions
202
raylib/examples/shaders/shaders_julia_set.c
Normal file
202
raylib/examples/shaders/shaders_julia_set.c
Normal file
|
|
@ -0,0 +1,202 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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 Josh Colclough (@joshcol9232) 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) 2019-2024 Josh Colclough (@joshcol9232) 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 },
|
||||
};
|
||||
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const float zoomSpeed = 1.01f;
|
||||
const float offsetSpeedMul = 2.0f;
|
||||
|
||||
const float startingZoom = 0.75f;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
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] = { 0.0f, 0.0f };
|
||||
float zoom = startingZoom;
|
||||
|
||||
// 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");
|
||||
|
||||
// Upload the shader uniform values!
|
||||
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
|
||||
|
||||
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 "R" is pressed, reset zoom and offset.
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
zoom = startingZoom;
|
||||
offset[0] = 0.0f;
|
||||
offset[1] = 0.0f;
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change)
|
||||
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
|
||||
else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
|
||||
|
||||
// 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;
|
||||
|
||||
// Update the shader uniform values!
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
// Increment c value with time
|
||||
const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f;
|
||||
c[0] += dc;
|
||||
c[1] += dc;
|
||||
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 stop movement animation", 10, 75, 10, RAYWHITE);
|
||||
DrawText("Press KEY_R to recenter the camera", 10, 90, 10, RAYWHITE);
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue