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authorRay <[email protected]>2019-05-14 15:34:23 +0200
committerRay <[email protected]>2019-05-14 15:34:23 +0200
commit424d3ca8d9c5d612606444b2a2099cfad37f1888 (patch)
tree873e8ec9dbd5965d828ed450a8c12feafe714597 /examples/shaders
parent2edec8ae288ba70630021b330fe61c9005bc03d9 (diff)
downloadraylib-424d3ca8d9c5d612606444b2a2099cfad37f1888.tar.gz
raylib-424d3ca8d9c5d612606444b2a2099cfad37f1888.zip
examples review
Redesigns, deletes and renames Also noted authors propertly on contributed examples
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_julia_set.c208
-rw-r--r--examples/shaders/shaders_palette_switch.c4
-rw-r--r--examples/shaders/shaders_texture_drawing.c2
-rw-r--r--examples/shaders/shaders_texture_waves.c4
4 files changed, 95 insertions, 123 deletions
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 381cd33e..c4dac6d2 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [shaders] example - Render julia sets using a shader.
+* raylib [shaders] example - julia sets
*
* 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.
@@ -10,73 +10,68 @@
* 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)
+* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
-#include <string.h> // For memcpy
-// Speed when using auto
-const float AUTO_SPEED = 0.0005;
+#include "raymath.h"
// 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},
+ { -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;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
- // 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);
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
// 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
+ // c constant to use in z^2 + c
+ float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
+
+ // 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 = 1.6f;
+
+ // 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
- // The location of c will be stored since we will need to change this whenever c changes
int cLoc = GetShaderLocation(shader, "c");
+ int zoomLoc = GetShaderLocation(shader, "zoom");
+ int offsetLoc = GetShaderLocation(shader, "offset");
// 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);
+ SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
+ SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
+ SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
+
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
+ int incrementSpeed = 3; // Multiplier of speed to change c value
+ bool showControls = true; // Show controls
+ bool pause = false; // Pause animation
+
SetTargetFPS(60); // Set the window to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -86,115 +81,86 @@ int main()
// 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))
+ // 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.
- }
+ if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1];
+ else if (IsKeyPressed(KEY_TWO)) c[0] = POINTS_OF_INTEREST[1][0], c[1] = POINTS_OF_INTEREST[1][1];
+ else if (IsKeyPressed(KEY_THREE)) c[0] = POINTS_OF_INTEREST[2][0], c[1] = POINTS_OF_INTEREST[2][1];
+ else if (IsKeyPressed(KEY_FOUR)) c[0] = POINTS_OF_INTEREST[3][0], c[1] = POINTS_OF_INTEREST[3][1];
+ else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
+ else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
- // Press "r" to stop changing c
- if (IsKeyPressed(KEY_R))
- {
- incrementSpeed = 0;
+ SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
}
- // Toggle whether or not to show controls
- if (IsKeyPressed(KEY_H))
+ if (IsKeyPressed(KEY_P)) pause = !pause; // Pause animation (c change)
+ if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
+
+ if (!pause)
{
- showControls = !showControls;
- }
+ if (IsKeyDown(KEY_RIGHT)) incrementSpeed++;
+ else if (IsKeyDown(KEY_LEFT)) incrementSpeed--;
- // 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
+ // Use mouse wheel to change zoom
+ zoom -= (float)GetMouseWheelMove()/10.f;
+ SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
+
+ // Use mouse button to change offset
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
- incrementSpeed += mouseMv;
+ // TODO: Logic is not correct, the idea is getting zoom focus to pointed area
+ Vector2 mousePos = GetMousePosition();
+
+ offset[0] = mousePos.x -(float)screenWidth;
+ offset[1] = mousePos.y -(float)screenHeight;
+
+ SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
}
- rendered = false;
- }
- if (incrementSpeed != 0)
- {
- float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED;
+ // Increment c value with time
+ float amount = GetFrameTime()*incrementSpeed*0.0005f;
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.
+ 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);
+ // Using a render texture to draw Julia set
+ BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(BLACK); // Clear the render texture
+
+ // Draw a rectangle in shader mode
+ // NOTE: This acts as a canvas for the shader to draw on
+ BeginShaderMode(shader);
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
+ EndShaderMode();
+ EndTextureMode();
+
+ // Draw the saved texture (rendered julia set)
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, Vector2Zero(), WHITE);
- // Print information.
- DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE );
+ // Draw information
+ //DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 10, 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);
+ DrawText("Press keys [1 - 6] to change point of interest", 10, GetScreenHeight() - 60, 10, RAYWHITE);
+ DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, GetScreenHeight() - 45, 10, RAYWHITE);
+ DrawText("Press KEY_P to pause movement animation", 10, GetScreenHeight() - 30, 10, RAYWHITE);
+ DrawText("Press KEY_F1 to toggle these controls", 10, GetScreenHeight() - 15, 10, RAYWHITE);
}
EndDrawing();
diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c
index a2fa0b27..fa0bafaf 100644
--- a/examples/shaders/shaders_palette_switch.c
+++ b/examples/shaders/shaders_palette_switch.c
@@ -12,7 +12,9 @@
* This example has been created using raylib 2.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2019 Ramon Santamaria (@raysan5)
+* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c
index f5758273..3a540098 100644
--- a/examples/shaders/shaders_texture_drawing.c
+++ b/examples/shaders/shaders_texture_drawing.c
@@ -7,6 +7,8 @@
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
+* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
+*
* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c
index 03c62deb..bc677c78 100644
--- a/examples/shaders/shaders_texture_waves.c
+++ b/examples/shaders/shaders_texture_waves.c
@@ -12,7 +12,9 @@
* 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)
*
-* Copyright (c) 2019 Anata (creator) and Ramon Santamaria (review) (@raysan5)
+* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/