Merge pull request #835 from eggmund/master
Added julia set shader example.
This commit is contained in:
commit
4b8c56ebd3
@ -423,6 +423,7 @@ EXAMPLES = \
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shaders/shaders_postprocessing \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_raymarching \
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shaders/shaders_palette_switch \
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shaders/shaders_palette_switch \
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shaders/shaders_julia_set \
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audio/audio_sound_loading \
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audio/audio_sound_loading \
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audio/audio_music_stream \
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audio/audio_music_stream \
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audio/audio_module_playing \
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audio/audio_module_playing \
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86
examples/shaders/resources/shaders/glsl330/julia_shader.fs
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86
examples/shaders/resources/shaders/glsl330/julia_shader.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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uniform vec2 screenDims; // Dimensions of the screen
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uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
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uniform vec2 offset; // Offset of the scale.
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uniform float zoom; // Zoom of the scale.
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// Output fragment color
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out vec4 finalColor;
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const int MAX_ITERATIONS = 255; // Max iterations to do.
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// Square a complex number
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vec2 complexSquare(vec2 z)
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{
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return vec2(
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z.x * z.x - z.y * z.y,
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z.x * z.y * 2.0
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);
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}
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// Convert Hue Saturation Value color into RGB
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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// The pixel coordinates scaled so they are on the mandelbrot scale.
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vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom,
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((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl
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int iterations = 0;
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/*
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Julia sets use a function z^2 + c, where c is a constant.
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This function is iterated until the nature of the point is determined.
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If the magnitude of the number becomes greater than 2, then from that point onward
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the number will get bigger and bigger, and will never get smaller (tends towards infinity).
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2^2 = 4, 4^2 = 8 and so on.
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So at 2 we stop iterating.
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If the number is below 2, we keep iterating.
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But when do we stop iterating if the number is always below 2 (it converges)?
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That is what MAX_ITERATIONS is for.
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Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
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then map to a color.
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We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
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And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
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*/
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for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
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{
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z = complexSquare(z) + c; // Iterate function
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if (dot(z, z) > 4.0)
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{
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break;
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}
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}
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// Another few iterations decreases errors in the smoothing calculation.
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// See http://linas.org/art-gallery/escape/escape.html for more information.
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z = complexSquare(z) + c;
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z = complexSquare(z) + c;
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// This last part smooths the color (again see link above).
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float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
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// Normalize the value so it is between 0 and 1.
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float norm = smoothVal/float(MAX_ITERATIONS);
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// If in set, color black. 0.999 allows for some float accuracy error.
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if (norm > 0.999)
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{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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} else
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{
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finalColor = vec4(hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
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}
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}
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213
examples/shaders/shaders_julia_set.c
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213
examples/shaders/shaders_julia_set.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Render julia sets using a shader.
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Author: eggmund (https://github.com/eggmund)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <string.h> // For memcpy
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// Speed when using auto
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const float AUTO_SPEED = 0.0005;
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// A few good julia sets
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const float POINTS_OF_INTEREST[6][2] =
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{
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{-0.348827, 0.607167},
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{-0.786268, 0.169728},
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{-0.8, 0.156},
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{0.285, 0.0},
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{-0.835, -0.2321},
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{-0.70176, -0.3842},
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};
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 1280;
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int screenHeight = 720;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set renderer");
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// If julia set is rendered for this frame.
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bool rendered = false;
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bool showControls = true;
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// Multiplier of speed to change c value. Set to 3 to start off with.
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int incrementSpeed = 3;
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// Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller)
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float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
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float zoom = 1.6;
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// c constant to use in z^2 + c
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float c[2];
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// Copy a point of interest into the c variable. 4 bytes per float (32 bits).
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memcpy(c, &POINTS_OF_INTEREST[0], 8);
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// Load julia set shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs");
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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// The location of c will be stored since we will need to change this whenever c changes
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int cLoc = GetShaderLocation(shader, "c");
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// Tell the shader what the screen dimensions, zoom, offset and c are
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float screenDims[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
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SetShaderValue(shader, GetShaderLocation(shader, "zoom"), &zoom, UNIFORM_FLOAT);
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SetShaderValue(shader, GetShaderLocation(shader, "offset"), offset, UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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SetTargetFPS(60); // Set the window to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Get input
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//----------------------------------------------------------------------------------
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// Press 1 - 6 to reset c to a point of interest.
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if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE) || IsKeyPressed(KEY_FOUR) || IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX))
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{
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if (IsKeyPressed(KEY_ONE))
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{
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memcpy(c, &POINTS_OF_INTEREST[0], 8);
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}
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else if (IsKeyPressed(KEY_TWO))
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{
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memcpy(c, &POINTS_OF_INTEREST[1], 8);
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}
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else if (IsKeyPressed(KEY_THREE))
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{
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memcpy(c, &POINTS_OF_INTEREST[2], 8);
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}
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else if (IsKeyPressed(KEY_FOUR))
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{
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memcpy(c, &POINTS_OF_INTEREST[3], 8);
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}
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else if (IsKeyPressed(KEY_FIVE))
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{
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memcpy(c, &POINTS_OF_INTEREST[4], 8);
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}
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else if (IsKeyPressed(KEY_SIX))
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{
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memcpy(c, &POINTS_OF_INTEREST[5], 8);
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}
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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rendered = false; // c value has changed, so render the set again.
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}
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// Press "r" to stop changing c
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if (IsKeyPressed(KEY_R))
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{
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incrementSpeed = 0;
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}
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// Toggle whether or not to show controls
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if (IsKeyPressed(KEY_H))
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{
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showControls = !showControls;
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}
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// Scroll to change c increment speed.
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int mouseMv = GetMouseWheelMove(); // Get the amount the mouse has moved this frame
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if (mouseMv != 0)
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{
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if (IsKeyDown(KEY_LEFT_SHIFT))
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{
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incrementSpeed += mouseMv * 10;
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}
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else
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{
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incrementSpeed += mouseMv;
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}
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rendered = false;
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}
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if (incrementSpeed != 0)
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{
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float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED;
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c[0] += amount;
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c[1] += amount;
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// Update the c value in the shader.
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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rendered = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK); // Clear the screen of the previous frame.
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// If the c value has changed, redraw the julia set using the shader, onto the render texture.
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if (!rendered)
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{
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the last frame drawn on the texture.
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// Draw a rectangle in shader mode. This acts as a canvas for the shader to draw on.
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, BLACK);
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EndShaderMode();
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EndTextureMode();
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rendered = true; // The set is now rendered, so do not compute it again until it next changes.
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}
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// Draw the saved texture (rendered julia set).
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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// Print information.
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DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE );
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if (showControls)
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{
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DrawText("Press keys 1 - 6 to change point of interest.", 10, screenHeight - 88, 20, RAYWHITE);
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DrawText("Use the scroll wheel to auto increment the c value. Hold shift while scrolling to increase speed by 10.", 10, screenHeight - 66, 20, RAYWHITE);
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DrawText("Press 'r' to reset speed.", 10, screenHeight - 44, 20, RAYWHITE);
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DrawText("Press 'h' to hide these controls.", 10, screenHeight - 22, 20, RAYWHITE);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/shaders/shaders_julia_set.png
Normal file
BIN
examples/shaders/shaders_julia_set.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 330 KiB |
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