Actually fix zoom. Also allow user to reset camera with 'R'

This commit is contained in:
Josh Colclough 2023-10-25 22:44:03 +01:00
parent 2aca875877
commit efb5de646d
3 changed files with 51 additions and 39 deletions

View File

@ -6,7 +6,6 @@ precision mediump float;
varying vec2 fragTexCoord;
varying vec4 fragColor;
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.
@ -57,7 +56,9 @@ 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 - 0.5) * 2.5, (fragTexCoord.y - 0.5) * 1.5) / zoom;
z.x += offset.x;
z.y += offset.y;
int iter = 0;
for (int iterations = 0; iterations < 60; iterations++)

View File

@ -54,7 +54,9 @@ 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)*2.5/zoom, (fragTexCoord.y + offset.y)*1.5/zoom);
vec2 z = vec2((fragTexCoord.x - 0.5) * 2.5, (fragTexCoord.y - 0.5) * 1.5) / zoom;
z.x += offset.x;
z.y += offset.y;
int iterations = 0;
for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)

View File

@ -37,6 +37,13 @@ const float pointsOfInterest[6][2] =
{ -0.70176f, -0.3842f },
};
const int screenWidth = 1920;
const int screenHeight = 1080;
const float zoomSpeed = 1.01f;
const float offsetSpeedMul = 2.0f;
const float startingZoom = 0.75f;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -44,10 +51,6 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
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");
// Load julia set shader
@ -61,8 +64,8 @@ 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] = { -0.5, -0.5 };
float zoom = 1.0f;
float offset[2] = { 0.0, 0.0 };
float zoom = startingZoom;
// 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
@ -76,7 +79,6 @@ int main(void)
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
//--------------------------------------------------------------------------------------
@ -99,11 +101,19 @@ int main(void)
}
}
if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
// If "R" is pressed, reset zoom and offset.
if (IsKeyPressed(KEY_R))
{
zoom = startingZoom;
offset[0] = 0.0;
offset[1] = 0.0;
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
}
if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change)
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
if (!pause)
{
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
@ -116,8 +126,8 @@ int main(void)
const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity;
offsetVelocity.x = zoom * (mousePos.x/(float)screenWidth - 0.5);
offsetVelocity.y = zoom * (mousePos.y/(float)screenHeight - 0.5);
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom;
// Apply move velocity to camera
offset[0] += GetFrameTime() * offsetVelocity.x;
@ -128,12 +138,10 @@ int main(void)
}
// Increment c value with time
float amount = GetFrameTime() * incrementSpeed * 0.0005f;
c[0] += amount;
c[1] += amount;
const float dc = GetFrameTime() * (float)incrementSpeed * 0.0005f;
c[0] += dc;
c[1] += dc;
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
//----------------------------------------------------------------------------------
// Draw
@ -166,7 +174,8 @@ int main(void)
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE);
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, RAYWHITE);
DrawText("Press KEY_R to recenter the camera", 10, 90, 10, RAYWHITE);
}
EndDrawing();
//----------------------------------------------------------------------------------