Updating julia set example.

Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
This commit is contained in:
eggmund 2019-05-15 17:55:19 +01:00
parent 998b4180e1
commit a7c5e3cab7
2 changed files with 10 additions and 10 deletions

View File

@ -15,10 +15,10 @@ const int MAX_ITERATIONS = 255; // Max iterations to do.
// Square a complex number
vec2 complexSquare(vec2 z)
{
return vec2(
z.x * z.x - z.y * z.y,
z.x * z.y * 2.0
);
return vec2(
z.x * z.x - z.y * z.y,
z.x * z.y * 2.0
);
}
// Convert Hue Saturation Value color into RGB
@ -33,8 +33,8 @@ vec3 hsv2rgb(vec3 c)
void main()
{
// The pixel coordinates scaled so they are on the mandelbrot scale.
vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom,
((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl
vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5)/zoom,
(((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5)/zoom); // y also flipped due to opengl
int iterations = 0;
/*

View File

@ -40,14 +40,14 @@ int main()
// Load julia set shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs");
Shader shader = LoadShader(0, "julia_shader.fs");
// c constant to use in z^2 + c
float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
// 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 zoom = 1.6f;
float zoom = 1.0f;
Vector2 offsetSpeed = { 0.0f, 0.0f };
@ -111,8 +111,8 @@ int main()
// Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom -= 0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom += 0.003f;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f;
Vector2 mousePos = GetMousePosition();