Updated JuliaSet demo. Did not work with the new shader version.
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1 changed files with 56 additions and 60 deletions
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@ -41,6 +41,10 @@ public class JuliaSet
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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@ -48,14 +52,15 @@ public class JuliaSet
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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(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
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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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// c constant to use in z^2 + c
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float[] c = { 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 = { -(float)screenWidth / 2, -(float)screenHeight / 2 };
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float zoom = 1.0f;
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Vector2 offsetSpeed = new(0.0f, 0.0f);
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float[] offset = { 0, 0 };
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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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@ -63,22 +68,11 @@ public class JuliaSet
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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 = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(
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shader,
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GetShaderLocation(shader, "screenDims"),
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screenDims,
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ShaderUniformDataType.Vec2
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);
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// Upload the shader uniform values!
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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Raylib.SetShaderValue(shader, zoomLoc, zoomLoc, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.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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// Multiplier of speed to change c value
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int incrementSpeed = 0;
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// Show controls
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@ -136,10 +130,19 @@ public class JuliaSet
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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zoom = startingZoom;
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offset[0] = 1f;
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offset[1] = 1f;
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
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}
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// Pause animation (c change)
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if (IsKeyPressed(KeyboardKey.Space))
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{
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pause = !pause;
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incrementSpeed = 0;
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}
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// Toggle whether or not to show controls
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@ -148,61 +151,48 @@ public class JuliaSet
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showControls = !showControls;
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}
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if (!pause)
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if (IsKeyPressed(KeyboardKey.Right))
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{
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if (IsKeyPressed(KeyboardKey.Right))
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incrementSpeed++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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incrementSpeed--;
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}
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// If either left or right button is pressed, zoom in/out
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if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
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{
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if (IsMouseButtonDown(MouseButton.Left))
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{
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incrementSpeed++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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incrementSpeed--;
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zoom *= zoomSpeed;
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}
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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(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
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if (IsMouseButtonDown(MouseButton.Right))
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{
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if (IsMouseButtonDown(MouseButton.Left))
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{
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zoom += zoom * 0.003f;
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}
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if (IsMouseButtonDown(MouseButton.Right))
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{
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zoom -= zoom * 0.003f;
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}
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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
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{
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offsetSpeed = new Vector2(0.0f, 0.0f);
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zoom *= 1.0f / zoomSpeed;
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}
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Vector2 mousePos = GetMousePosition();
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Vector2 offsetVelocity = Vector2.Zero;
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offsetVelocity.X = (mousePos.X / screenWidth - 0.5f) * offsetSpeedMul / zoom;
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offsetVelocity.Y = (mousePos.Y / 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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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.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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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.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(Color.Black);
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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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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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// Using a render texture to draw Julia set
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// Enable drawing to texture
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@ -216,6 +206,11 @@ public class JuliaSet
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
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EndTextureMode();
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.Black);
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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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@ -229,6 +224,7 @@ public class JuliaSet
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DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
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DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, Color.RayWhite);
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DrawText("Press KEY_R to recenter the camera", 10, 90, 10, Color.RayWhite);
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}
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EndDrawing();
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