Fix the Julia set shader example (#3467)
* Simplify POI selection * Improve mouse logic * Add colour cycles to the shader to show finer details. Works well with high iteration numbers * Testing things... * Actually fix zoom. Also allow user to reset camera with 'R' * Reset max iterations * Tidying & comments * Revert to original if statement * Make mouse logic more readable * Style conventions * Coding conventions - f postifx on floating points * Missed a few f postfixes
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3 changed files with 89 additions and 79 deletions
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@ -9,12 +9,12 @@
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*
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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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*
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* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2023 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2019-2023 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -37,6 +37,13 @@ const float pointsOfInterest[6][2] =
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{ -0.70176f, -0.3842f },
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};
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const int screenWidth = 800;
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const int screenHeight = 450;
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const float zoomSpeed = 1.01f;
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const float offsetSpeedMul = 2.0f;
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const float startingZoom = 0.75f;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@ -44,10 +51,6 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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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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// Load julia set shader
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@ -61,10 +64,8 @@ int main(void)
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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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float offset[2] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 };
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float zoom = 1.0f;
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Vector2 offsetSpeed = { 0.0f, 0.0f };
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float offset[2] = { 0.0f, 0.0f };
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float zoom = startingZoom;
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// Get variable (uniform) locations on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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@ -72,17 +73,13 @@ int main(void)
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int zoomLoc = GetShaderLocation(shader, "zoom");
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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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float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
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// Upload the shader uniform values!
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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, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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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 pause = false; // Pause animation
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -110,42 +107,50 @@ int main(void)
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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}
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if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
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if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
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if (!pause)
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// If "R" is pressed, reset zoom and offset.
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if (IsKeyPressed(KEY_R))
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{
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if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
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else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
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// TODO: The idea is to zoom and move around with mouse
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// Probably offset movement should be proportional to zoom level
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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{
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f;
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
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Vector2 mousePos = GetMousePosition();
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offsetSpeed.x = mousePos.x -(float)screenWidth/2;
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offsetSpeed.y = mousePos.y -(float)screenHeight/2;
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// Slowly move camera to targetOffset
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offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
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offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
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}
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else offsetSpeed = (Vector2){ 0.0f, 0.0f };
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zoom = startingZoom;
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offset[0] = 0.0f;
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offset[1] = 0.0f;
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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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// Increment c value with time
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float amount = GetFrameTime()*incrementSpeed*0.0005f;
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c[0] += amount;
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c[1] += amount;
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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}
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if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change)
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if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
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if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
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else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
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// If either left or right button is pressed, zoom in/out.
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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{
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// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
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zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed;
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const Vector2 mousePos = GetMousePosition();
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Vector2 offsetVelocity;
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// Find the velocity at which to change the camera. Take the distance of the mouse
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// from the center of the screen as the direction, and adjust magnitude based on
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// the current zoom.
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
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// Apply move velocity to camera
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offset[0] += GetFrameTime()*offsetVelocity.x;
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offset[1] += GetFrameTime()*offsetVelocity.y;
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// Update the shader uniform values!
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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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}
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// Increment c value with time
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const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f;
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c[0] += dc;
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c[1] += dc;
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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//----------------------------------------------------------------------------------
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// Draw
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@ -178,7 +183,8 @@ int main(void)
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DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE);
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DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
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DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
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DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, RAYWHITE);
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DrawText("Press KEY_R to recenter the camera", 10, 90, 10, RAYWHITE);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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