examples review

Redesigns, deletes and renames

Also noted authors propertly on contributed examples
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Ray 2019-05-14 15:34:23 +02:00
parent 2edec8ae28
commit 424d3ca8d9
36 changed files with 289 additions and 431 deletions

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Render julia sets using a shader.
* 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.
@ -10,73 +10,68 @@
* 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)
*
* Author: eggmund (https://github.com/eggmund)
* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <string.h> // For memcpy
// Speed when using auto
const float AUTO_SPEED = 0.0005;
#include "raymath.h"
// A few good julia sets
const float POINTS_OF_INTEREST[6][2] =
{
{-0.348827, 0.607167},
{-0.786268, 0.169728},
{-0.8, 0.156},
{0.285, 0.0},
{-0.835, -0.2321},
{-0.70176, -0.3842},
{ -0.348827, 0.607167 },
{ -0.786268, 0.169728 },
{ -0.8, 0.156 },
{ 0.285, 0.0 },
{ -0.835, -0.2321 },
{ -0.70176, -0.3842 },
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
int screenHeight = 720;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set renderer");
// If julia set is rendered for this frame.
bool rendered = false;
bool showControls = true;
// Multiplier of speed to change c value. Set to 3 to start off with.
int incrementSpeed = 3;
// 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 = 1.6;
// c constant to use in z^2 + c
float c[2];
// Copy a point of interest into the c variable. 4 bytes per float (32 bits).
memcpy(c, &POINTS_OF_INTEREST[0], 8);
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, "resources/shaders/glsl330/julia_shader.fs");
// Get variable (uniform) location on the shader to connect with the program
// 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;
// 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
// The location of c will be stored since we will need to change this whenever c changes
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)screenWidth, (float)screenHeight };
SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
SetShaderValue(shader, GetShaderLocation(shader, "zoom"), &zoom, UNIFORM_FLOAT);
SetShaderValue(shader, GetShaderLocation(shader, "offset"), offset, UNIFORM_VEC2);
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
int incrementSpeed = 3; // Multiplier of speed to change c value
bool showControls = true; // Show controls
bool pause = false; // Pause animation
SetTargetFPS(60); // Set the window to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -86,115 +81,86 @@ int main()
// Update
//----------------------------------------------------------------------------------
// Get input
//----------------------------------------------------------------------------------
// 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))
// 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))
{
memcpy(c, &POINTS_OF_INTEREST[0], 8);
}
else if (IsKeyPressed(KEY_TWO))
{
memcpy(c, &POINTS_OF_INTEREST[1], 8);
}
else if (IsKeyPressed(KEY_THREE))
{
memcpy(c, &POINTS_OF_INTEREST[2], 8);
}
else if (IsKeyPressed(KEY_FOUR))
{
memcpy(c, &POINTS_OF_INTEREST[3], 8);
}
else if (IsKeyPressed(KEY_FIVE))
{
memcpy(c, &POINTS_OF_INTEREST[4], 8);
}
else if (IsKeyPressed(KEY_SIX))
{
memcpy(c, &POINTS_OF_INTEREST[5], 8);
}
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];
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
rendered = false; // c value has changed, so render the set again.
}
// Press "r" to stop changing c
if (IsKeyPressed(KEY_R))
if (IsKeyPressed(KEY_P)) pause = !pause; // Pause animation (c change)
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
if (!pause)
{
incrementSpeed = 0;
}
if (IsKeyDown(KEY_RIGHT)) incrementSpeed++;
else if (IsKeyDown(KEY_LEFT)) incrementSpeed--;
// Toggle whether or not to show controls
if (IsKeyPressed(KEY_H))
{
showControls = !showControls;
}
// Scroll to change c increment speed.
int mouseMv = GetMouseWheelMove(); // Get the amount the mouse has moved this frame
if (mouseMv != 0)
{
if (IsKeyDown(KEY_LEFT_SHIFT))
// Use mouse wheel to change zoom
zoom -= (float)GetMouseWheelMove()/10.f;
SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
// Use mouse button to change offset
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
incrementSpeed += mouseMv * 10;
}
else
{
incrementSpeed += mouseMv;
}
rendered = false;
}
// TODO: Logic is not correct, the idea is getting zoom focus to pointed area
Vector2 mousePos = GetMousePosition();
if (incrementSpeed != 0)
{
float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED;
offset[0] = mousePos.x -(float)screenWidth;
offset[1] = mousePos.y -(float)screenHeight;
SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
}
// Increment c value with time
float amount = GetFrameTime()*incrementSpeed*0.0005f;
c[0] += amount;
c[1] += amount;
// Update the c value in the shader.
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
rendered = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK); // Clear the screen of the previous frame.
ClearBackground(BLACK); // Clear the screen of the previous frame.
// If the c value has changed, redraw the julia set using the shader, onto the render texture.
if (!rendered)
{
BeginTextureMode(target); // Enable drawing to texture
// Using a render texture to draw Julia set
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
ClearBackground(BLACK); // Clear the last frame drawn on the texture.
// Draw a rectangle in shader mode
// NOTE: This acts as a canvas for the shader to draw on
BeginShaderMode(shader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndShaderMode();
EndTextureMode();
// Draw a rectangle in shader mode. This acts as a canvas for the shader to draw on.
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, BLACK);
EndShaderMode();
EndTextureMode();
rendered = true; // The set is now rendered, so do not compute it again until it next changes.
}
// Draw the saved texture (rendered julia set).
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, target.texture.height }, (Vector2){ 0, 0 }, WHITE);
// Draw the saved texture (rendered julia set)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, Vector2Zero(), WHITE);
// Print information.
DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE );
// Draw information
//DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 10, RAYWHITE);
if (showControls)
{
DrawText("Press keys 1 - 6 to change point of interest.", 10, screenHeight - 88, 20, RAYWHITE);
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);
DrawText("Press 'r' to reset speed.", 10, screenHeight - 44, 20, RAYWHITE);
DrawText("Press 'h' to hide these controls.", 10, screenHeight - 22, 20, RAYWHITE);
DrawText("Press keys [1 - 6] to change point of interest", 10, GetScreenHeight() - 60, 10, RAYWHITE);
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, GetScreenHeight() - 45, 10, RAYWHITE);
DrawText("Press KEY_P to pause movement animation", 10, GetScreenHeight() - 30, 10, RAYWHITE);
DrawText("Press KEY_F1 to toggle these controls", 10, GetScreenHeight() - 15, 10, RAYWHITE);
}
EndDrawing();