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			191 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			191 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - julia sets
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*
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*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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*   This example has been created using raylib 2.5 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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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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    { -0.348827, 0.607167 },
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    { -0.786268, 0.169728 },
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    { -0.8, 0.156 },
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    { 0.285, 0.0 },
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    { -0.835, -0.2321 },
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    { -0.70176, -0.3842 },
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};
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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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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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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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    Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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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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    // 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 zoom = 1.0f;
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    Vector2 offsetSpeed = { 0.0f, 0.0f };
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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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    int cLoc = GetShaderLocation(shader, "c");
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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)screenWidth, (float)screenHeight };
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    SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
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    SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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    SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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    SetShaderValue(shader, offsetLoc, offset, 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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    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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    // Main game loop
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    while (!WindowShouldClose())    // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        // Press [1 - 6] to reset c to a point of interest
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        if (IsKeyPressed(KEY_ONE) ||
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            IsKeyPressed(KEY_TWO) ||
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            IsKeyPressed(KEY_THREE) ||
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            IsKeyPressed(KEY_FOUR) ||
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            IsKeyPressed(KEY_FIVE) ||
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            IsKeyPressed(KEY_SIX))
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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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            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_THREE)) c[0] = POINTS_OF_INTEREST[2][0], c[1] = POINTS_OF_INTEREST[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_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[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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            SetShaderValue(shader, cLoc, c, 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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        {
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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_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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            {
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                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
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                if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) 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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            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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            c[0] += amount;
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            c[1] += amount;
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            SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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        }
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(BLACK);         // Clear the screen of the previous frame.
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            // Using a render texture to draw Julia set
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            BeginTextureMode(target);       // Enable drawing to texture
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                ClearBackground(BLACK);     // Clear the render texture
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                // Draw a rectangle in shader mode to be used as shader canvas
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                // NOTE: Rectangle uses font white character texture coordinates,
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                // so shader can not be applied here directly because input vertexTexCoord
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                // do not represent full screen coordinates (space where want to apply shader)
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                DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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            EndTextureMode();
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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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            BeginShaderMode(shader);
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                DrawTexture(target.texture, 0, 0, WHITE);
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            EndShaderMode();
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            if (showControls)
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            {
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                DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
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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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            }
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadShader(shader);           // Unload shader
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    UnloadRenderTexture(target);    // Unload render texture
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    CloseWindow();                  // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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