diff options
Diffstat (limited to 'examples/shaders/shaders_julia_set.c')
| -rw-r--r-- | examples/shaders/shaders_julia_set.c | 49 |
1 files changed, 24 insertions, 25 deletions
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index ecaa5b6e..e64b622b 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -26,7 +26,7 @@ // A few good julia sets const float POINTS_OF_INTEREST[6][2] = -{ +{ { -0.348827, 0.607167 }, { -0.786268, 0.169728 }, { -0.8, 0.156 }, @@ -35,7 +35,7 @@ const float POINTS_OF_INTEREST[6][2] = { -0.70176, -0.3842 }, }; -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -47,16 +47,16 @@ int main() // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); - + // 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 default size) float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; float zoom = 1.0f; - + Vector2 offsetSpeed = { 0.0f, 0.0f }; - + // 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 int cLoc = GetShaderLocation(shader, "c"); @@ -64,35 +64,34 @@ int main() int offsetLoc = GetShaderLocation(shader, "offset"); // Tell the shader what the screen dimensions, zoom, offset and c are - float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; + float screenDims[2] = { (float)screenWidth, (float)screenHeight }; SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, 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 = 0; // 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 + int incrementSpeed = 0; // Multiplier of speed to change c value + bool showControls = true; // Show controls + bool pause = false; // Pause animation + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - // 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) || + if (IsKeyPressed(KEY_ONE) || + IsKeyPressed(KEY_TWO) || + IsKeyPressed(KEY_THREE) || + IsKeyPressed(KEY_FOUR) || + IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX)) { if (IsKeyPressed(KEY_ONE)) c[0] = POINTS_OF_INTEREST[0][0], c[1] = POINTS_OF_INTEREST[0][1]; @@ -107,7 +106,7 @@ int main() if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change) if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls - + if (!pause) { if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; @@ -121,10 +120,10 @@ int main() if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f; Vector2 mousePos = GetMousePosition(); - + offsetSpeed.x = mousePos.x -(float)screenWidth/2; offsetSpeed.y = mousePos.y -(float)screenHeight/2; - + // Slowly move camera to targetOffset offset[0] += GetFrameTime()*offsetSpeed.x*0.8f; offset[1] += GetFrameTime()*offsetSpeed.y*0.8f; @@ -148,7 +147,7 @@ int main() BeginDrawing(); ClearBackground(BLACK); // Clear the screen of the previous frame. - + // Using a render texture to draw Julia set BeginTextureMode(target); // Enable drawing to texture ClearBackground(BLACK); // Clear the render texture @@ -165,7 +164,7 @@ int main() BeginShaderMode(shader); DrawTexture(target.texture, 0, 0, WHITE); EndShaderMode(); - + if (showControls) { DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE); |
