aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2019-05-14 00:07:44 +0200
committerRay <raysan5@gmail.com>2019-05-14 00:07:44 +0200
commit6f7b721d81c46718ae522e4a05e16c93711faefb (patch)
tree8644e950fbcd9908c5ce5d220026910b4e22ba51 /examples/shaders
parent6804c2189e07a661ef975146c288619589c90731 (diff)
parent00431396b0b516b2296c17e5e5b5fd9e72bacfec (diff)
downloadraylib-6f7b721d81c46718ae522e4a05e16c93711faefb.tar.gz
raylib-6f7b721d81c46718ae522e4a05e16c93711faefb.zip
Merge branch 'master' of https://github.com/raysan5/raylib
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl330/julia_shader.fs86
-rw-r--r--examples/shaders/shaders_julia_set.c213
-rw-r--r--examples/shaders/shaders_julia_set.pngbin0 -> 337885 bytes
3 files changed, 299 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/julia_shader.fs b/examples/shaders/resources/shaders/glsl330/julia_shader.fs
new file mode 100644
index 00000000..b1331d84
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/julia_shader.fs
@@ -0,0 +1,86 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+
+uniform vec2 screenDims; // Dimensions of the screen
+uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
+uniform vec2 offset; // Offset of the scale.
+uniform float zoom; // Zoom of the scale.
+
+// Output fragment color
+out vec4 finalColor;
+
+const int MAX_ITERATIONS = 255; // Max iterations to do.
+
+// Square a complex number
+vec2 complexSquare(vec2 z)
+{
+ return vec2(
+ z.x * z.x - z.y * z.y,
+ z.x * z.y * 2.0
+ );
+}
+
+// Convert Hue Saturation Value color into RGB
+vec3 hsv2rgb(vec3 c)
+{
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
+}
+
+
+void main()
+{
+ // The pixel coordinates scaled so they are on the mandelbrot scale.
+ vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom,
+ ((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl
+ int iterations = 0;
+
+ /*
+ Julia sets use a function z^2 + c, where c is a constant.
+ This function is iterated until the nature of the point is determined.
+
+ If the magnitude of the number becomes greater than 2, then from that point onward
+ the number will get bigger and bigger, and will never get smaller (tends towards infinity).
+ 2^2 = 4, 4^2 = 8 and so on.
+ So at 2 we stop iterating.
+
+ If the number is below 2, we keep iterating.
+ But when do we stop iterating if the number is always below 2 (it converges)?
+ That is what MAX_ITERATIONS is for.
+ Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
+ then map to a color.
+
+ We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
+ And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
+ */
+ for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
+ {
+ z = complexSquare(z) + c; // Iterate function
+ if (dot(z, z) > 4.0)
+ {
+ break;
+ }
+ }
+
+ // Another few iterations decreases errors in the smoothing calculation.
+ // See http://linas.org/art-gallery/escape/escape.html for more information.
+ z = complexSquare(z) + c;
+ z = complexSquare(z) + c;
+
+ // This last part smooths the color (again see link above).
+ float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
+
+ // Normalize the value so it is between 0 and 1.
+ float norm = smoothVal/float(MAX_ITERATIONS);
+
+ // If in set, color black. 0.999 allows for some float accuracy error.
+ if (norm > 0.999)
+ {
+ finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+ } else
+ {
+ finalColor = vec4(hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
+ }
+}
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
new file mode 100644
index 00000000..381cd33e
--- /dev/null
+++ b/examples/shaders/shaders_julia_set.c
@@ -0,0 +1,213 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Render julia sets using a shader.
+*
+* 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)
+*
+* Author: eggmund (https://github.com/eggmund)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <string.h> // For memcpy
+
+// Speed when using auto
+const float AUTO_SPEED = 0.0005;
+
+// 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},
+};
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 1280;
+ int screenHeight = 720;
+
+ 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);
+
+ // 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
+ // 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");
+
+ // 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);
+
+ // Create a RenderTexture2D to be used for render to texture
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
+
+ SetTargetFPS(60); // Set the window to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // 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))
+ {
+ 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);
+ }
+ 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))
+ {
+ incrementSpeed = 0;
+ }
+
+ // 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))
+ {
+ incrementSpeed += mouseMv * 10;
+ }
+ else
+ {
+ incrementSpeed += mouseMv;
+ }
+ rendered = false;
+ }
+
+ if (incrementSpeed != 0)
+ {
+ float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED;
+ 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.
+
+ // 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
+
+ ClearBackground(BLACK); // Clear the last frame drawn on the texture.
+
+ // 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);
+
+ // Print information.
+ DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, 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);
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadRenderTexture(target); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/shaders/shaders_julia_set.png b/examples/shaders/shaders_julia_set.png
new file mode 100644
index 00000000..5117ed0d
--- /dev/null
+++ b/examples/shaders/shaders_julia_set.png
Binary files differ