Example considering HighDPI on RenderTexture draw #1086

This commit is contained in:
Ray 2021-03-20 13:34:06 +01:00
parent 5049137715
commit 4fba09794f

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@ -25,7 +25,7 @@
#endif
// A few good julia sets
const float POINTS_OF_INTEREST[6][2] =
const float pointsOfInterest[6][2] =
{
{ -0.348827, 0.607167 },
{ -0.786268, 0.169728 },
@ -42,17 +42,21 @@ int main(void)
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] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
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)screenWidth/2, -(float)screenHeight/2 };
float offset[2] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 };
float zoom = 1.0f;
Vector2 offsetSpeed = { 0.0f, 0.0f };
@ -64,16 +68,13 @@ int main(void)
int offsetLoc = GetShaderLocation(shader, "offset");
// Tell the shader what the screen dimensions, zoom, offset and c are
float screenDims[2] = { (float)screenWidth, (float)screenHeight };
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);
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
int incrementSpeed = 0; // Multiplier of speed to change c value
bool showControls = true; // Show controls
bool pause = false; // Pause animation
@ -94,12 +95,12 @@ int main(void)
IsKeyPressed(KEY_FIVE) ||
IsKeyPressed(KEY_SIX))
{
if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1];
else if (IsKeyPressed(KEY_TWO)) c[0] = POINTS_OF_INTEREST[1][0], c[1] = POINTS_OF_INTEREST[1][1];
else if (IsKeyPressed(KEY_THREE)) c[0] = POINTS_OF_INTEREST[2][0], c[1] = POINTS_OF_INTEREST[2][1];
else if (IsKeyPressed(KEY_FOUR)) c[0] = POINTS_OF_INTEREST[3][0], c[1] = POINTS_OF_INTEREST[3][1];
else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
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);
}
@ -162,7 +163,9 @@ int main(void)
// Draw the saved texture and rendered julia set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
BeginShaderMode(shader);
DrawTexture(target.texture, 0, 0, WHITE);
// 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, GetWindowScaleDPI().x, WHITE);
EndShaderMode();
if (showControls)