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raylib-cs/Examples/Shaders/JuliaSet.cs
2026-07-07 23:29:25 +02:00

284 lines
10 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - julia set
*
* Example complexity rating: [★★★☆] 3/4
*
* 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)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class JuliaSet : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const float zoomSpeed = 1.01f;
private const float offsetSpeedMul = 2.0f;
private const float startingZoom = 0.75f;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Julia Set";
public string Title => "raylib [shaders] example - julia set";
// A few good julia sets
private float[][] PointsOfInterest = new float[][] {
new float[] { -0.348827f, 0.607167f },
new float[] { -0.786268f, 0.169728f },
new float[] { -0.8f, 0.156f },
new float[] { 0.285f, 0.0f },
new float[] { -0.835f, -0.2321f },
new float[] { -0.70176f, -0.3842f },
};
private Shader shader;
private RenderTexture2D target;
private float[] c;
private float[] offset;
private float zoom;
private int cLoc;
private int zoomLoc;
private int offsetLoc;
private int incrementSpeed;
private bool showControls;
public void Init()
{
// Load julia set shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
// c constant to use in z^2 + c
c = new float[] { PointsOfInterest[0][0], PointsOfInterest[0][1] };
// Offset and zoom to draw the julia set at. (centered on screen and default size)
offset = new float[] { 0, 0 };
zoom = startingZoom;
// Get variable (uniform) locations on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
cLoc = GetShaderLocation(shader, "c");
zoomLoc = GetShaderLocation(shader, "zoom");
offsetLoc = GetShaderLocation(shader, "offset");
// Upload the shader uniform values!
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
// Multiplier of speed to change c value
incrementSpeed = 0;
// Show controls
showControls = true;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Press [1 - 6] to reset c to a point of interest
if (IsKeyPressed(KeyboardKey.One) ||
IsKeyPressed(KeyboardKey.Two) ||
IsKeyPressed(KeyboardKey.Three) ||
IsKeyPressed(KeyboardKey.Four) ||
IsKeyPressed(KeyboardKey.Five) ||
IsKeyPressed(KeyboardKey.Six))
{
if (IsKeyPressed(KeyboardKey.One))
{
c[0] = PointsOfInterest[0][0];
c[1] = PointsOfInterest[0][1];
}
else if (IsKeyPressed(KeyboardKey.Two))
{
c[0] = PointsOfInterest[1][0];
c[1] = PointsOfInterest[1][1];
}
else if (IsKeyPressed(KeyboardKey.Three))
{
c[0] = PointsOfInterest[2][0];
c[1] = PointsOfInterest[2][1];
}
else if (IsKeyPressed(KeyboardKey.Four))
{
c[0] = PointsOfInterest[3][0];
c[1] = PointsOfInterest[3][1];
}
else if (IsKeyPressed(KeyboardKey.Five))
{
c[0] = PointsOfInterest[4][0];
c[1] = PointsOfInterest[4][1];
}
else if (IsKeyPressed(KeyboardKey.Six))
{
c[0] = PointsOfInterest[5][0];
c[1] = PointsOfInterest[5][1];
}
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
}
// If "R" is pressed, reset zoom and offset
if (IsKeyPressed(KeyboardKey.R))
{
zoom = startingZoom;
offset[0] = 0.0f;
offset[1] = 0.0f;
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
}
// Pause animation (c change)
if (IsKeyPressed(KeyboardKey.Space))
{
incrementSpeed = 0;
}
// Toggle whether or not to show controls
if (IsKeyPressed(KeyboardKey.F1))
{
showControls = !showControls;
}
if (IsKeyPressed(KeyboardKey.Right))
{
incrementSpeed++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
incrementSpeed--;
}
// If either left or right button is pressed, zoom in/out
if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
{
if (IsMouseButtonDown(MouseButton.Left))
{
zoom *= zoomSpeed;
}
if (IsMouseButtonDown(MouseButton.Right))
{
zoom *= 1.0f / zoomSpeed;
}
var mousePos = GetMousePosition();
var offsetVelocity = Vector2.Zero;
offsetVelocity.X = (mousePos.X / screenWidth - 0.5f) * offsetSpeedMul / zoom;
offsetVelocity.Y = (mousePos.Y / screenHeight - 0.5f) * offsetSpeedMul / zoom;
// Apply move velocity to camera
offset[0] += GetFrameTime() * offsetVelocity.X;
offset[1] += GetFrameTime() * offsetVelocity.Y;
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
}
// Increment c value with time
var dc = GetFrameTime() * incrementSpeed * 0.0005f;
c[0] += dc;
c[1] += dc;
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Using a render texture to draw Julia set
BeginTextureMode(target);
ClearBackground(Color.Black);
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
EndTextureMode();
BeginDrawing();
ClearBackground(Color.Black);
// Draw the saved texture and rendered julia set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
BeginShaderMode(shader);
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
DrawTextureEx(target.Texture, new Vector2(0.0f, 0.0f), 0.0f, 1.0f, Color.White);
EndShaderMode();
if (showControls)
{
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RayWhite);
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, Color.RayWhite);
DrawText("Press KEY_R to recenter the camera", 10, 90, 10, Color.RayWhite);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader);
UnloadRenderTexture(target);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new JuliaSet();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}