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| author | Ray <[email protected]> | 2021-03-20 13:34:06 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-20 13:34:06 +0100 |
| commit | 4fba09794fffd1bf0b2b678353ba746388ace619 (patch) | |
| tree | c265edfad4b7f70c87a3ab7e54a279926a000a49 /examples | |
| parent | 50491377159a3bbf862aab7b9df85ac90f79f768 (diff) | |
| download | raylib-4fba09794fffd1bf0b2b678353ba746388ace619.tar.gz raylib-4fba09794fffd1bf0b2b678353ba746388ace619.zip | |
Example considering HighDPI on RenderTexture draw #1086
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders/shaders_julia_set.c | 33 |
1 files changed, 18 insertions, 15 deletions
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index d0304705..68b5958a 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -25,7 +25,7 @@ #endif // A few good julia sets -const float POINTS_OF_INTEREST[6][2] = +const float pointsOfInterest[6][2] = { { -0.348827, 0.607167 }, { -0.786268, 0.169728 }, @@ -42,17 +42,21 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; + SetConfigFlags(FLAG_WINDOW_HIGHDPI); 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, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); + + // Create a RenderTexture2D to be used for render to texture + RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); // c constant to use in z^2 + c - float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; + float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] }; // Offset and zoom to draw the julia set at. (centered on screen and default size) - float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; + float offset[2] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 }; float zoom = 1.0f; Vector2 offsetSpeed = { 0.0f, 0.0f }; @@ -64,16 +68,13 @@ int main(void) int offsetLoc = GetShaderLocation(shader, "offset"); // Tell the shader what the screen dimensions, zoom, offset and c are - float screenDims[2] = { (float)screenWidth, (float)screenHeight }; + float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2); SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); - - // Create a RenderTexture2D to be used for render to texture - RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); - + int incrementSpeed = 0; // Multiplier of speed to change c value bool showControls = true; // Show controls bool pause = false; // Pause animation @@ -94,12 +95,12 @@ int main(void) IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX)) { - 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]; + if (IsKeyPressed(KEY_ONE)) c[0] = pointsOfInterest[0][0], c[1] = pointsOfInterest[0][1]; + else if (IsKeyPressed(KEY_TWO)) c[0] = pointsOfInterest[1][0], c[1] = pointsOfInterest[1][1]; + else if (IsKeyPressed(KEY_THREE)) c[0] = pointsOfInterest[2][0], c[1] = pointsOfInterest[2][1]; + else if (IsKeyPressed(KEY_FOUR)) c[0] = pointsOfInterest[3][0], c[1] = pointsOfInterest[3][1]; + else if (IsKeyPressed(KEY_FIVE)) c[0] = pointsOfInterest[4][0], c[1] = pointsOfInterest[4][1]; + else if (IsKeyPressed(KEY_SIX)) c[0] = pointsOfInterest[5][0], c[1] = pointsOfInterest[5][1]; SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } @@ -162,7 +163,9 @@ int main(void) // Draw the saved texture and rendered julia set with shader // NOTE: We do not invert texture on Y, already considered inside shader BeginShaderMode(shader); - DrawTexture(target.texture, 0, 0, WHITE); + // 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, (Vector2){ 0.0f, 0.0f }, 0.0f, GetWindowScaleDPI().x, WHITE); EndShaderMode(); if (showControls) |
