Actually fix zoom. Also allow user to reset camera with 'R'
This commit is contained in:
parent
2aca875877
commit
efb5de646d
|
|
@ -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++)
|
||||
|
|
|
|||
|
|
@ -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++)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -99,41 +101,47 @@ 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--;
|
||||
|
||||
// If either left or right button is pressed, zoom in/out.
|
||||
const bool leftMouseButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
if (leftMouseButtonDown ^ IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
|
||||
else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
|
||||
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
|
||||
zoom *= leftMouseButtonDown ? zoomSpeed : 1.0f / zoomSpeed;
|
||||
|
||||
// If either left or right button is pressed, zoom in/out.
|
||||
const bool leftMouseButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
if (leftMouseButtonDown ^ IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
|
||||
zoom *= leftMouseButtonDown ? zoomSpeed : 1.0f / zoomSpeed;
|
||||
const Vector2 mousePos = GetMousePosition();
|
||||
Vector2 offsetVelocity;
|
||||
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom;
|
||||
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom;
|
||||
|
||||
const Vector2 mousePos = GetMousePosition();
|
||||
Vector2 offsetVelocity;
|
||||
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;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// Increment c value with time
|
||||
float amount = GetFrameTime() * incrementSpeed * 0.0005f;
|
||||
c[0] += amount;
|
||||
c[1] += amount;
|
||||
|
||||
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
// Increment c value with time
|
||||
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();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user