/******************************************************************************************* * * 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; }