mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-25 09:39:00 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
192 lines
8.6 KiB
C
192 lines
8.6 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - julia sets
|
|
*
|
|
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
|
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
|
*
|
|
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
|
*
|
|
* This example has been created using raylib 2.5 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
#define GLSL_VERSION 330
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
#define GLSL_VERSION 100
|
|
#endif
|
|
|
|
// A few good julia sets
|
|
const float pointsOfInterest[6][2] =
|
|
{
|
|
{ -0.348827f, 0.607167f },
|
|
{ -0.786268f, 0.169728f },
|
|
{ -0.8f, 0.156f },
|
|
{ 0.285f, 0.0f },
|
|
{ -0.835f, -0.2321f },
|
|
{ -0.70176f, -0.3842f },
|
|
};
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
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] = { 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)GetScreenWidth()/2, -(float)GetScreenHeight()/2 };
|
|
float zoom = 1.0f;
|
|
|
|
Vector2 offsetSpeed = { 0.0f, 0.0f };
|
|
|
|
// 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
|
|
int cLoc = GetShaderLocation(shader, "c");
|
|
int zoomLoc = GetShaderLocation(shader, "zoom");
|
|
int offsetLoc = GetShaderLocation(shader, "offset");
|
|
|
|
// Tell the shader what the screen dimensions, zoom, offset and c are
|
|
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);
|
|
|
|
int incrementSpeed = 0; // Multiplier of speed to change c value
|
|
bool showControls = true; // Show controls
|
|
bool pause = false; // Pause animation
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
// Press [1 - 6] to reset c to a point of interest
|
|
if (IsKeyPressed(KEY_ONE) ||
|
|
IsKeyPressed(KEY_TWO) ||
|
|
IsKeyPressed(KEY_THREE) ||
|
|
IsKeyPressed(KEY_FOUR) ||
|
|
IsKeyPressed(KEY_FIVE) ||
|
|
IsKeyPressed(KEY_SIX))
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
|
|
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
|
|
|
|
if (!pause)
|
|
{
|
|
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
|
|
else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
|
|
|
|
// TODO: The idea is to zoom and move around with mouse
|
|
// Probably offset movement should be proportional to zoom level
|
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
|
{
|
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f;
|
|
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
|
|
|
|
Vector2 mousePos = GetMousePosition();
|
|
|
|
offsetSpeed.x = mousePos.x -(float)screenWidth/2;
|
|
offsetSpeed.y = mousePos.y -(float)screenHeight/2;
|
|
|
|
// Slowly move camera to targetOffset
|
|
offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
|
|
offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
|
|
}
|
|
else offsetSpeed = (Vector2){ 0.0f, 0.0f };
|
|
|
|
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
|
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
|
|
|
// Increment c value with time
|
|
float amount = GetFrameTime()*incrementSpeed*0.0005f;
|
|
c[0] += amount;
|
|
c[1] += amount;
|
|
|
|
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
// Using a render texture to draw Julia set
|
|
BeginTextureMode(target); // Enable drawing to texture
|
|
ClearBackground(BLACK); // Clear the render texture
|
|
|
|
// Draw a rectangle in shader mode to be used as shader canvas
|
|
// NOTE: Rectangle uses font white character texture coordinates,
|
|
// so shader can not be applied here directly because input vertexTexCoord
|
|
// do not represent full screen coordinates (space where want to apply shader)
|
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
|
EndTextureMode();
|
|
|
|
BeginDrawing();
|
|
ClearBackground(BLACK); // Clear screen background
|
|
|
|
// Draw the saved texture and rendered julia set with shader
|
|
// NOTE: We do not invert texture on Y, already considered inside shader
|
|
BeginShaderMode(shader);
|
|
// 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, 1.0f, WHITE);
|
|
EndShaderMode();
|
|
|
|
if (showControls)
|
|
{
|
|
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
|
|
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE);
|
|
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
|
|
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
|
|
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
|
|
}
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadShader(shader); // Unload shader
|
|
UnloadRenderTexture(target); // Unload render texture
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|