/******************************************************************************************* * * 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 eggmund (@eggmund) 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) 2019-2023 eggmund (@eggmund) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, 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 }, }; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; //SetConfigFlags(FLAG_WINDOW_HIGHDPI); 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] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 }; float zoom = 1.0f; Vector2 offsetSpeed = { 0.0f, 0.0f }; // 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"); // Tell the shader what the screen dimensions, zoom, offset and c are float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2); 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 bool pause = false; // Pause animation 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 (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change) if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls if (!pause) { if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--; // TODO: The idea is to zoom and move around with mouse // Probably offset movement should be proportional to zoom level if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) { if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f; if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f; Vector2 mousePos = GetMousePosition(); offsetSpeed.x = mousePos.x -(float)screenWidth/2; offsetSpeed.y = mousePos.y -(float)screenHeight/2; // Slowly move camera to targetOffset offset[0] += GetFrameTime()*offsetSpeed.x*0.8f; offset[1] += GetFrameTime()*offsetSpeed.y*0.8f; } else offsetSpeed = (Vector2){ 0.0f, 0.0f }; SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); // Increment c value with time float amount = GetFrameTime()*incrementSpeed*0.0005f; c[0] += amount; c[1] += amount; 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 pause movement animation", 10, 75, 10, RAYWHITE); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadRenderTexture(target); // Unload render texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }