Update shaders_julia_set.c

This commit is contained in:
Ray 2019-05-15 13:10:00 +02:00
parent d878a0aecb
commit 0b18133e46

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@ -47,9 +47,10 @@ int main()
// Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller) // Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller)
float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
float targetOffset[2] = { offset[0], offset[1] };
float zoom = 1.6f; float zoom = 1.6f;
Vector2 offsetSpeed = { 0.0f, 0.0f };
// Get variable (uniform) locations on the shader to connect with the program // 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 // NOTE: If uniform variable could not be found in the shader, function returns -1
int cLoc = GetShaderLocation(shader, "c"); int cLoc = GetShaderLocation(shader, "c");
@ -106,22 +107,23 @@ int main()
if (IsKeyDown(KEY_RIGHT)) incrementSpeed++; if (IsKeyDown(KEY_RIGHT)) incrementSpeed++;
else if (IsKeyDown(KEY_LEFT)) incrementSpeed--; else if (IsKeyDown(KEY_LEFT)) incrementSpeed--;
// Use mouse button to change offset // TODO: The idea is to zoom and move around with mouse
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) // Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{ {
if (IsKeyDown(KEY_LEFT_SHIFT)) zoom -= 0.002f; if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += 0.003f;
else zoom += 0.002f; if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= 0.003f;
// TODO: Logic is not correct, the idea is getting zoom focus to pointed area
Vector2 mousePos = GetMousePosition(); Vector2 mousePos = GetMousePosition();
targetOffset[0] = mousePos.x -(float)screenWidth; offsetSpeed.x = mousePos.x -(float)screenWidth/2;
targetOffset[1] = mousePos.y -(float)screenHeight; offsetSpeed.y = mousePos.y -(float)screenHeight/2;
}
// Slowly move camera to targetOffset // Slowly move camera to targetOffset
offset[0] += GetFrameTime()*2.0f*(targetOffset[0] - offset[0]); offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
offset[1] += GetFrameTime()*2.0f*(targetOffset[1] - offset[1]); offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
}
else offsetSpeed = (Vector2){ 0.0f, 0.0f };
SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);