Testing things...

This commit is contained in:
Josh Colclough 2023-10-25 21:57:20 +01:00
parent 3eeaf9daf1
commit 2aca875877
2 changed files with 10 additions and 15 deletions

View File

@ -7,12 +7,11 @@ in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform vec2 screenDims; // Dimensions of the screen
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
const int MAX_ITERATIONS = 255; // Max iterations to do.
const int MAX_ITERATIONS = 255 * 4; // Max iterations to do.
const float COLOR_CYCLES = 2; // Number of times the palette repeats. Can show higher detail for higher iteration numbers.
// Square a complex number
@ -55,7 +54,7 @@ void main()
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
vec2 z = vec2((fragTexCoord.x + offset.x)*2.5/zoom, (fragTexCoord.y + offset.y)*1.5/zoom);
int iterations = 0;
for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)

View File

@ -44,8 +44,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int screenWidth = 1920 * 1.5;
const int screenHeight = 1080 * 1.5;
const float zoomSpeed = 1.005f;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
@ -61,7 +61,7 @@ int main(void)
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)GetScreenWidth()/2, -(float)GetScreenHeight()/2 };
float offset[2] = { -0.5, -0.5 };
float zoom = 1.0f;
// Get variable (uniform) locations on the shader to connect with the program
@ -70,10 +70,6 @@ int main(void)
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)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);
@ -120,16 +116,16 @@ int main(void)
const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity;
offsetVelocity.x = zoom * (mousePos.x - (float)screenWidth / 2.0);
offsetVelocity.y = zoom * (mousePos.y - (float)screenHeight / 2.0);
offsetVelocity.x = zoom * (mousePos.x/(float)screenWidth - 0.5);
offsetVelocity.y = zoom * (mousePos.y/(float)screenHeight - 0.5);
// Apply move velocity to camera
offset[0] += GetFrameTime() * offsetVelocity.x;
offset[1] += GetFrameTime() * offsetVelocity.y;
}
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
}
// Increment c value with time
float amount = GetFrameTime() * incrementSpeed * 0.0005f;