Update shaders_julia_set.c
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@ -18,8 +18,6 @@
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#include "raylib.h"
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#include "raymath.h"
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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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@ -48,7 +46,8 @@ int main()
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float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
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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 offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
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float targetOffset[2] = { offset[0], offset[1] };
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float zoom = 1.6f;
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// Get variable (uniform) locations on the shader to connect with the program
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@ -107,21 +106,25 @@ int main()
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if (IsKeyDown(KEY_RIGHT)) incrementSpeed++;
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else if (IsKeyDown(KEY_LEFT)) incrementSpeed--;
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// Use mouse wheel to change zoom
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zoom -= (float)GetMouseWheelMove()/10.f;
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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// Use mouse button to change offset
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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if (IsKeyDown(KEY_LEFT_SHIFT)) zoom -= 0.002f;
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else zoom += 0.002f;
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// TODO: Logic is not correct, the idea is getting zoom focus to pointed area
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Vector2 mousePos = GetMousePosition();
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offset[0] = mousePos.x -(float)screenWidth;
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offset[1] = mousePos.y -(float)screenHeight;
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
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targetOffset[0] = mousePos.x -(float)screenWidth;
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targetOffset[1] = mousePos.y -(float)screenHeight;
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}
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// Slowly move camera to targetOffset
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offset[0] += GetFrameTime()*2.0f*(targetOffset[0] - offset[0]);
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offset[1] += GetFrameTime()*2.0f*(targetOffset[1] - offset[1]);
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
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// Increment c value with time
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float amount = GetFrameTime()*incrementSpeed*0.0005f;
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@ -150,7 +153,7 @@ int main()
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EndTextureMode();
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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 }, Vector2Zero(), WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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// Draw information
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//DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 10, RAYWHITE);
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