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authorRay <[email protected]>2021-03-20 13:34:06 +0100
committerRay <[email protected]>2021-03-20 13:34:06 +0100
commit4fba09794fffd1bf0b2b678353ba746388ace619 (patch)
treec265edfad4b7f70c87a3ab7e54a279926a000a49 /examples
parent50491377159a3bbf862aab7b9df85ac90f79f768 (diff)
downloadraylib-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.c33
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)