Example considering HighDPI on RenderTexture draw #1086
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1 changed files with 18 additions and 15 deletions
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@ -25,7 +25,7 @@
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#endif
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#endif
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// A few good julia sets
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// A few good julia sets
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const float POINTS_OF_INTEREST[6][2] =
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const float pointsOfInterest[6][2] =
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{
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{
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{ -0.348827, 0.607167 },
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{ -0.348827, 0.607167 },
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{ -0.786268, 0.169728 },
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{ -0.786268, 0.169728 },
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@ -42,17 +42,21 @@ int main(void)
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_HIGHDPI);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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// Load julia set shader
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// Load julia set shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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// c constant to use in z^2 + c
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// c constant to use in z^2 + c
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float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
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float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] };
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// Offset and zoom to draw the julia set at. (centered on screen and default size)
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// Offset and zoom to draw the julia set at. (centered on screen and default size)
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float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };
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float offset[2] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 };
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float zoom = 1.0f;
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float zoom = 1.0f;
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Vector2 offsetSpeed = { 0.0f, 0.0f };
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Vector2 offsetSpeed = { 0.0f, 0.0f };
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@ -64,16 +68,13 @@ int main(void)
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int offsetLoc = GetShaderLocation(shader, "offset");
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int offsetLoc = GetShaderLocation(shader, "offset");
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// Tell the shader what the screen dimensions, zoom, offset and c are
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// Tell the shader what the screen dimensions, zoom, offset and c are
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float screenDims[2] = { (float)screenWidth, (float)screenHeight };
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float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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int incrementSpeed = 0; // Multiplier of speed to change c value
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int incrementSpeed = 0; // Multiplier of speed to change c value
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bool showControls = true; // Show controls
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bool showControls = true; // Show controls
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bool pause = false; // Pause animation
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bool pause = false; // Pause animation
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@ -94,12 +95,12 @@ int main(void)
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IsKeyPressed(KEY_FIVE) ||
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IsKeyPressed(KEY_FIVE) ||
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IsKeyPressed(KEY_SIX))
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IsKeyPressed(KEY_SIX))
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{
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{
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if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1];
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if (IsKeyPressed(KEY_ONE)) c[0] = pointsOfInterest[0][0], c[1] = pointsOfInterest[0][1];
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else if (IsKeyPressed(KEY_TWO)) c[0] = POINTS_OF_INTEREST[1][0], c[1] = POINTS_OF_INTEREST[1][1];
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else if (IsKeyPressed(KEY_TWO)) c[0] = pointsOfInterest[1][0], c[1] = pointsOfInterest[1][1];
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else if (IsKeyPressed(KEY_THREE)) c[0] = POINTS_OF_INTEREST[2][0], c[1] = POINTS_OF_INTEREST[2][1];
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else if (IsKeyPressed(KEY_THREE)) c[0] = pointsOfInterest[2][0], c[1] = pointsOfInterest[2][1];
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else if (IsKeyPressed(KEY_FOUR)) c[0] = POINTS_OF_INTEREST[3][0], c[1] = POINTS_OF_INTEREST[3][1];
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else if (IsKeyPressed(KEY_FOUR)) c[0] = pointsOfInterest[3][0], c[1] = pointsOfInterest[3][1];
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else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
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else if (IsKeyPressed(KEY_FIVE)) c[0] = pointsOfInterest[4][0], c[1] = pointsOfInterest[4][1];
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else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
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else if (IsKeyPressed(KEY_SIX)) c[0] = pointsOfInterest[5][0], c[1] = pointsOfInterest[5][1];
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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}
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}
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@ -162,7 +163,9 @@ int main(void)
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// Draw the saved texture and rendered julia set with shader
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// Draw the saved texture and rendered julia set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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BeginShaderMode(shader);
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BeginShaderMode(shader);
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DrawTexture(target.texture, 0, 0, WHITE);
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// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
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// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
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DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, GetWindowScaleDPI().x, WHITE);
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EndShaderMode();
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EndShaderMode();
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if (showControls)
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if (showControls)
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