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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
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tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_julia_set.c
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+/*******************************************************************************************
+*
+* 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;
+}