282 lines
11 KiB
C#
282 lines
11 KiB
C#
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - mandelbrot 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 6.0, last time updated with raylib 6.0
|
|
*
|
|
* Example contributed by Jordi Santonja (@JordSant)
|
|
* Based on previous work by Josh Colclough (@joshcol9232)
|
|
*
|
|
* 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) 2025 Jordi Santonja (@JordSant)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
namespace Examples.Shaders;
|
|
|
|
public partial class MandelbrotSet : IExample
|
|
{
|
|
private const int screenWidth = 800;
|
|
private const int screenHeight = 450;
|
|
|
|
#if BROWSER
|
|
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
|
#else
|
|
private const int GlslVersion = 330;
|
|
#endif
|
|
|
|
public string Name => "Shaders / Mandelbrot Set";
|
|
|
|
public string Title => "raylib [shaders] example - mandelbrot set";
|
|
|
|
// A few good interesting places
|
|
private static readonly float[][] pointsOfInterest = new[]
|
|
{
|
|
new[] { -1.76826775f, -0.00422996283f, 28435.9238f },
|
|
new[] { 0.322004497f, -0.0357099883f, 56499.7266f },
|
|
new[] { -0.748880744f, -0.0562955774f, 9237.59082f },
|
|
new[] { -1.78385007f, -0.0156200649f, 14599.5283f },
|
|
new[] { -0.0985441282f, -0.924688697f, 26259.8535f },
|
|
new[] { 0.317785531f, -0.0322612226f, 29297.9258f },
|
|
};
|
|
|
|
private const float zoomSpeed = 1.01f;
|
|
private const float offsetSpeedMul = 2.0f;
|
|
|
|
private const float startingZoom = 0.6f;
|
|
private static readonly float[] startingOffset = { -0.5f, 0.0f };
|
|
|
|
private Shader shader;
|
|
private RenderTexture2D target;
|
|
private float[] offset;
|
|
private float zoom;
|
|
private int maxIterations;
|
|
private float maxIterationsMultiplier;
|
|
private int zoomLoc;
|
|
private int offsetLoc;
|
|
private int maxIterationsLoc;
|
|
private bool showControls;
|
|
|
|
public void Init()
|
|
{
|
|
// Load mandelbrot set shader
|
|
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
|
|
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/mandelbrot_set.fs");
|
|
|
|
// Create a RenderTexture2D to be used for render to texture
|
|
target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
|
|
|
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
|
|
offset = new[] { startingOffset[0], startingOffset[1] };
|
|
zoom = startingZoom;
|
|
|
|
// Depending on the zoom the maximum number of iterations must be adapted to get more detail as we zoom in
|
|
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
|
|
#if BROWSER
|
|
maxIterations = 43;
|
|
maxIterationsMultiplier = 22.0f;
|
|
#else
|
|
maxIterations = 333;
|
|
maxIterationsMultiplier = 166.5f;
|
|
#endif
|
|
|
|
// 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
|
|
zoomLoc = GetShaderLocation(shader, "zoom");
|
|
offsetLoc = GetShaderLocation(shader, "offset");
|
|
maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
|
|
|
|
// Upload the shader uniform values!
|
|
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
|
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
|
Raylib.SetShaderValue(shader, maxIterationsLoc, maxIterations, ShaderUniformDataType.Int);
|
|
|
|
showControls = true; // Show controls
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
var updateShader = false;
|
|
|
|
// 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))
|
|
{
|
|
var interestIndex = 0;
|
|
if (IsKeyPressed(KeyboardKey.One))
|
|
{
|
|
interestIndex = 0;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Two))
|
|
{
|
|
interestIndex = 1;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Three))
|
|
{
|
|
interestIndex = 2;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Four))
|
|
{
|
|
interestIndex = 3;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Five))
|
|
{
|
|
interestIndex = 4;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Six))
|
|
{
|
|
interestIndex = 5;
|
|
}
|
|
|
|
offset[0] = pointsOfInterest[interestIndex][0];
|
|
offset[1] = pointsOfInterest[interestIndex][1];
|
|
zoom = pointsOfInterest[interestIndex][2];
|
|
updateShader = true;
|
|
}
|
|
|
|
// If "R" is pressed, reset zoom and offset
|
|
if (IsKeyPressed(KeyboardKey.R))
|
|
{
|
|
offset[0] = startingOffset[0];
|
|
offset[1] = startingOffset[1];
|
|
zoom = startingZoom;
|
|
updateShader = true;
|
|
}
|
|
|
|
if (IsKeyPressed(KeyboardKey.F1))
|
|
{
|
|
showControls = !showControls; // Toggle whether or not to show controls
|
|
}
|
|
|
|
// Change number of max iterations with UP and DOWN keys
|
|
// WARNING: Increasing the number of max iterations greatly impacts performance
|
|
if (IsKeyPressed(KeyboardKey.Up))
|
|
{
|
|
maxIterationsMultiplier *= 1.4f;
|
|
updateShader = true;
|
|
}
|
|
else if (IsKeyPressed(KeyboardKey.Down))
|
|
{
|
|
maxIterationsMultiplier /= 1.4f;
|
|
updateShader = true;
|
|
}
|
|
|
|
// If either left or right button is pressed, zoom in/out
|
|
if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
|
|
{
|
|
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
|
|
zoom *= IsMouseButtonDown(MouseButton.Left) ? zoomSpeed : (1.0f / zoomSpeed);
|
|
|
|
var mousePos = GetMousePosition();
|
|
Vector2 offsetVelocity;
|
|
// Find the velocity at which to change the camera. Take the distance of the mouse
|
|
// From the center of the screen as the direction, and adjust magnitude based on the current zoom
|
|
offsetVelocity.X = (mousePos.X / (float)screenWidth - 0.5f) * offsetSpeedMul / zoom;
|
|
offsetVelocity.Y = (mousePos.Y / (float)screenHeight - 0.5f) * offsetSpeedMul / zoom;
|
|
|
|
// Apply move velocity to camera
|
|
offset[0] += GetFrameTime() * offsetVelocity.X;
|
|
offset[1] += GetFrameTime() * offsetVelocity.Y;
|
|
|
|
updateShader = true;
|
|
}
|
|
|
|
// In case a parameter has been changed, update the shader values
|
|
if (updateShader)
|
|
{
|
|
// As we zoom in, increase the number of max iterations to get more detail
|
|
// Aproximate formula, but it works-ish
|
|
maxIterations = (int)(MathF.Sqrt(2.0f * MathF.Sqrt(MathF.Abs(1.0f - MathF.Sqrt(37.5f * zoom)))) * maxIterationsMultiplier);
|
|
|
|
// Update the shader uniform values!
|
|
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
|
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
|
Raylib.SetShaderValue(shader, maxIterationsLoc, maxIterations, ShaderUniformDataType.Int);
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
// Using a render texture to draw Mandelbrot set
|
|
BeginTextureMode(target); // Enable drawing to texture
|
|
ClearBackground(Color.Black); // Clear the render texture
|
|
|
|
// 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); // Clear screen background
|
|
|
|
// Draw the saved texture and rendered mandelbrot 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 F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
|
|
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
|
|
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, Color.RayWhite);
|
|
DrawText("Press R to recenter the camera", 10, 75, 10, Color.RayWhite);
|
|
}
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
UnloadShader(shader); // Unload shader
|
|
UnloadRenderTexture(target); // Unload render texture
|
|
}
|
|
|
|
public static int Main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
var game = new MandelbrotSet();
|
|
game.Init();
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
game.Update();
|
|
}
|
|
|
|
game.Unload();
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
}
|