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Added raylib example.
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271
resources/examples/raylib/raylib_shaders_mandelbrot_set.c3
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271
resources/examples/raylib/raylib_shaders_mandelbrot_set.c3
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module shader_mandelbrot_set;
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import raylib55, std::math;
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/*******************************************************************************************
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*
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* raylib [shaders] example - mandelbrot set
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant)
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* Based on previous work by Josh Colclough (@joshcol9232)
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* converted to C3 by Christoffer Lerno
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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const GLSL_VERSION = 330;
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// A few good interesting places
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const float[<3>][6] POINTS_OF_INTEREST =
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{
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{ -1.76826775f, -0.00422996283f, 28435.9238f },
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{ 0.322004497f, -0.0357099883f, 56499.7266f },
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{ -0.748880744f, -0.0562955774f, 9237.59082f },
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{ -1.78385007f, -0.0156200649f, 14599.5283f },
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{ -0.0985441282f, -0.924688697f, 26259.8535f },
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{ 0.317785531f, -0.0322612226f, 29297.9258f },
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};
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 450;
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const float ZOOM_SPEED = 1.01f;
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const float OFFSET_SPEED_MUL = 2.0f;
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const float STARTING_ZOOM = 0.6f;
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const float[<2>] STARTING_OFFSET = { -0.5f, 0.0f };
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fn int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shaders] example - mandelbrot set");
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// Load mandelbrot set shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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RLShader shader = rl::load_shader_from_memory(null, SHADER_CODE);
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// Create a RenderTexture2D to be used for render to texture
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RLRenderTexture2D target = rl::load_render_texture(rl::get_screen_width(), rl::get_screen_height());
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// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
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float[<2>] offset = STARTING_OFFSET;
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float zoom = STARTING_ZOOM;
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// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
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// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
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int max_iterations = 333;
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float max_iterations_multiplier = 166.5f;
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// Get variable (uniform) locations on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int zoom_loc = shader.get_location("zoom");
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int offset_loc = shader.get_location("offset");
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int max_iterations_loc = shader.get_location("maxIterations");
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// Upload the shader uniform values!
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shader.set_value(zoom_loc, &zoom, FLOAT);
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shader.set_value(offset_loc, &offset, VEC2);
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shader.set_value(max_iterations_loc, &max_iterations, INT);
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bool show_controls = true; // Show controls
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rl::set_target_fps(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl::window_should_close()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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bool update_shader = false;
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// Press [1 - 6] to reset c to a point of interest
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if (rl::is_key_pressed(ONE) || rl::is_key_pressed(TWO) || rl::is_key_pressed(THREE)
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|| rl::is_key_pressed(FOUR) || rl::is_key_pressed(FIVE) || rl::is_key_pressed(SIX))
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{
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int interest_index = 0;
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switch
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{
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case rl::is_key_pressed(ONE): interest_index = 0;
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case rl::is_key_pressed(TWO): interest_index = 1;
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case rl::is_key_pressed(THREE): interest_index = 2;
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case rl::is_key_pressed(FOUR): interest_index = 3;
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case rl::is_key_pressed(FIVE): interest_index = 4;
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case rl::is_key_pressed(SIX): interest_index = 5;
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}
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offset = POINTS_OF_INTEREST[interest_index].xy;
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zoom = POINTS_OF_INTEREST[interest_index].z;
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update_shader = true;
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}
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// If "R" is pressed, reset zoom and offset
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if (rl::is_key_pressed(R))
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{
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offset = STARTING_OFFSET;
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zoom = STARTING_ZOOM;
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update_shader = true;
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}
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switch
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{
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case rl::is_key_pressed(F1):
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show_controls = !show_controls; // Toggle whether or not to show controls
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// Change number of max iterations with UP and DOWN keys
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// WARNING: Increasing the number of max iterations greatly impacts performance
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case rl::is_key_pressed(UP):
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max_iterations_multiplier *= 1.4f;
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update_shader = true;
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case rl::is_key_pressed(DOWN):
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max_iterations_multiplier /= 1.4f;
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update_shader = true;
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}
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// If either left or right button is pressed, zoom in/out
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if (rl::is_mouse_button_down(LEFT) || rl::is_mouse_button_down(RIGHT))
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{
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// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
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zoom *= rl::is_mouse_button_down(LEFT) ? ZOOM_SPEED : (1.0f / ZOOM_SPEED);
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RLVector2 mouse_pos = rl::get_mouse_position();
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// Find the velocity at which to change the camera. Take the distance of the mouse
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// From the center of the screen as the direction, and adjust magnitude based on the current zoom
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RLVector2 offset_velocity = ((mouse_pos / { SCREEN_WIDTH, SCREEN_HEIGHT }) - 0.5) * OFFSET_SPEED_MUL / zoom;
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// Apply move velocity to camera
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offset += rl::get_frame_time() * offset_velocity;
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update_shader = true;
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}
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// In case a parameter has been changed, update the shader values
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if (update_shader)
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{
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// As we zoom in, increase the number of max iterations to get more detail
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// Aproximate formula, but it works-ish
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max_iterations = (int)(math::sqrt(2.0f * math::sqrt(math::abs(1.0f - math::sqrt(37.5f * zoom)))) * max_iterations_multiplier);
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// Update the shader uniform values!
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shader.set_value(zoom_loc, &zoom, FLOAT);
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shader.set_value(offset_loc, &offset, VEC2);
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shader.set_value(max_iterations_loc, &max_iterations, INT);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Using a render texture to draw Mandelbrot set
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rl::begin_texture_mode(target); // Enable drawing to texture
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rl::clear_background(rl::BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// So shader can not be applied here directly because input vertexTexCoord
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// Do not represent full screen coordinates (space where want to apply shader)
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rl::draw_rectangle(0, 0, rl::get_screen_width(), rl::get_screen_height(), rl::BLACK);
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rl::end_texture_mode();
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rl::begin_drawing();
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rl::clear_background(rl::BLACK); // Clear screen background
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// Draw the saved texture and rendered mandelbrot set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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rl::begin_shader_mode(shader);
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// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
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// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
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rl::draw_texture_ex(target.texture, { 0.0f, 0.0f }, 0.0f, 1.0f, rl::WHITE);
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rl::end_shader_mode();
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if (show_controls)
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{
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rl::draw_text("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, rl::RAYWHITE);
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rl::draw_text("Press F1 to toggle these controls", 10, 30, 10, rl::RAYWHITE);
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rl::draw_text("Press [1 - 6] to change point of interest", 10, 45, 10, rl::RAYWHITE);
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rl::draw_text("Press UP | DOWN to change number of iterations", 10, 60, 10, rl::RAYWHITE);
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rl::draw_text("Press R to recenter the camera", 10, 75, 10, rl::RAYWHITE);
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}
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rl::end_drawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl::unload_shader(shader); // Unload shader
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rl::unload_render_texture(target); // Unload render texture
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rl::close_window(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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const ZString SHADER_CODE = `
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#version 330
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#define PI 3.1415926535897932384626433832795
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform vec2 offset; // Offset of the scale
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uniform float zoom; // Zoom of the scale
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uniform int maxIterations; // Max iterations per pixel
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const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
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const float max2 = max*max; // Square of max to avoid computing square root
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void main()
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{
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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c.x += offset.x;
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c.y += offset.y;
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float a = 0.0;
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float b = 0.0;
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// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
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// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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int iter = 0;
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for (iter = 0; iter < maxIterations; ++iter)
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{
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float aa = a*a;
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float bb = b*b;
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if (aa + bb > max2)
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break;
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float twoab = 2.0*a*b;
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a = aa - bb + c.x;
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b = twoab + c.y;
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}
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if (iter >= maxIterations)
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{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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float normR = float(iter%55)/55.0;
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float normG = float(iter%69)/69.0;
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float normB = float(iter%40)/40.0;
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finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
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}
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}
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`;
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