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https://github.com/raylib-cs/raylib-cs
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Update/merge examples back into main repo (#192)
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248
Examples/Shaders/JuliaSet.cs
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248
Examples/Shaders/JuliaSet.cs
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/*******************************************************************************************
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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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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class JuliaSet
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{
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const int GlslVersion = 330;
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// A few good julia sets
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static float[][] PointsOfInterest = new float[][] {
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new float[] { -0.348827f, 0.607167f },
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new float[] { -0.786268f, 0.169728f },
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new float[] { -0.8f, 0.156f },
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new float[] { 0.285f, 0.0f },
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new float[] { -0.835f, -0.2321f },
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new float[] { -0.70176f, -0.3842f },
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};
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public static int Main()
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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(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
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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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// 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 = { (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.SHADER_UNIFORM_VEC2
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);
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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Raylib.SetShaderValue(shader, zoomLoc, zoomLoc, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.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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// Multiplier of speed to change c value
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int incrementSpeed = 0;
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// Show controls
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bool showControls = true;
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// Pause animation
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bool pause = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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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(KeyboardKey.KEY_ONE) ||
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IsKeyPressed(KeyboardKey.KEY_TWO) ||
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IsKeyPressed(KeyboardKey.KEY_THREE) ||
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IsKeyPressed(KeyboardKey.KEY_FOUR) ||
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IsKeyPressed(KeyboardKey.KEY_FIVE) ||
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IsKeyPressed(KeyboardKey.KEY_SIX))
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{
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if (IsKeyPressed(KeyboardKey.KEY_ONE))
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{
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c[0] = PointsOfInterest[0][0];
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c[1] = PointsOfInterest[0][1];
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}
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else if (IsKeyPressed(KeyboardKey.KEY_TWO))
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{
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c[0] = PointsOfInterest[1][0];
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c[1] = PointsOfInterest[1][1];
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}
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else if (IsKeyPressed(KeyboardKey.KEY_THREE))
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{
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c[0] = PointsOfInterest[2][0];
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c[1] = PointsOfInterest[2][1];
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}
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else if (IsKeyPressed(KeyboardKey.KEY_FOUR))
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{
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c[0] = PointsOfInterest[3][0];
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c[1] = PointsOfInterest[3][1];
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}
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else if (IsKeyPressed(KeyboardKey.KEY_FIVE))
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{
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c[0] = PointsOfInterest[4][0];
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c[1] = PointsOfInterest[4][1];
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}
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else if (IsKeyPressed(KeyboardKey.KEY_SIX))
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{
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c[0] = PointsOfInterest[5][0];
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c[1] = PointsOfInterest[5][1];
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}
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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}
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// Pause animation (c change)
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if (IsKeyPressed(KeyboardKey.KEY_SPACE))
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{
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pause = !pause;
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}
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// Toggle whether or not to show controls
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if (IsKeyPressed(KeyboardKey.KEY_F1))
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{
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showControls = !showControls;
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}
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if (!pause)
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{
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if (IsKeyPressed(KeyboardKey.KEY_RIGHT))
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{
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incrementSpeed++;
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}
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else if (IsKeyPressed(KeyboardKey.KEY_LEFT))
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{
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incrementSpeed--;
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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.MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON))
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{
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if (IsMouseButtonDown(MouseButton.MOUSE_LEFT_BUTTON))
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{
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zoom += zoom * 0.003f;
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}
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if (IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON))
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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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}
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.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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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.SHADER_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(Color.BLACK);
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// Using a render texture to draw Julia set
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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.BLACK);
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font Color.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(), Color.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, Color.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, Color.RAYWHITE);
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DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RAYWHITE);
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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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}
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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);
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UnloadRenderTexture(target);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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