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| author | Ray <[email protected]> | 2019-05-14 15:34:23 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-14 15:34:23 +0200 |
| commit | 424d3ca8d9c5d612606444b2a2099cfad37f1888 (patch) | |
| tree | 873e8ec9dbd5965d828ed450a8c12feafe714597 /examples/shaders | |
| parent | 2edec8ae288ba70630021b330fe61c9005bc03d9 (diff) | |
| download | raylib-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.c | 208 | ||||
| -rw-r--r-- | examples/shaders/shaders_palette_switch.c | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_texture_drawing.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_texture_waves.c | 4 |
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) * ********************************************************************************************/ |
