[examples] Added: shaders_mandelbrot_set (#5282)

* [examples] Added: `shaders_mandelbrot_set`

* Simplified shader code and added comments

* Comments starting with a capital letter, and some minor fixes to adhere to the convention
This commit is contained in:
JordSant
2025-10-18 19:50:52 +02:00
committed by GitHub
parent 9ef3448193
commit aeafce5db4
7 changed files with 973 additions and 0 deletions

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#version 100
#define PI 3.1415926535897932384626433832795
precision highp float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel
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
const float max2 = max*max; // Square of max to avoid computing square root
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 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// 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
int iter = 0;
while (iter < maxIterations)
{
float aa = a*a;
float bb = b*b;
if (aa + bb > max2)
break;
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
++iter;
}
if (iter >= maxIterations)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
float normR = float(iter - (iter/55)*55)/55.0;
float normG = float(iter - (iter/69)*69)/69.0;
float normB = float(iter - (iter/40)*40)/40.0;
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
}
}

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#version 120
#define PI 3.1415926535897932384626433832795
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel
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
const float max2 = max*max; // Square of max to avoid computing square root
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 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// 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
int iter = 0;
while (iter < maxIterations)
{
float aa = a*a;
float bb = b*b;
if (aa + bb > max2)
break;
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
++iter;
}
if (iter >= maxIterations)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
float normR = float(iter - (iter/55)*55)/55.0;
float normG = float(iter - (iter/69)*69)/69.0;
float normB = float(iter - (iter/40)*40)/40.0;
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
}
}

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#version 330
#define PI 3.1415926535897932384626433832795
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
uniform int maxIterations; // Max iterations per pixel
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
const float max2 = max*max; // Square of max to avoid computing square root
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 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// 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
int iter = 0;
for (iter = 0; iter < maxIterations; ++iter)
{
float aa = a*a;
float bb = b*b;
if (aa + bb > max2)
break;
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
}
if (iter >= maxIterations)
{
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
float normR = float(iter%55)/55.0;
float normG = float(iter%69)/69.0;
float normB = float(iter%40)/40.0;
finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
}
}

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/*******************************************************************************************
*
* raylib [shaders] example - mandelbrot set
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant)
* Based on previous work by Josh Colclough (@joshcol9232)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
// A few good interesting places
const float pointsOfInterest[6][3] =
{
{ -1.76826775f, -0.00422996283f, 28435.9238f },
{ 0.322004497f, -0.0357099883f, 56499.7266f },
{ -0.748880744f, -0.0562955774f, 9237.59082f },
{ -1.78385007f, -0.0156200649f, 14599.5283f },
{ -0.0985441282f, -0.924688697f, 26259.8535f },
{ 0.317785531f, -0.0322612226f, 29297.9258f },
};
const int screenWidth = 800;
const int screenHeight = 450;
const float zoomSpeed = 1.01f;
const float offsetSpeedMul = 2.0f;
const float startingZoom = 0.6f;
const float startingOffset[2] = { -0.5f, 0.0f };
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
// Load mandelbrot set shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mandelbrot_set.fs", GLSL_VERSION));
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
float offset[2] = { startingOffset[0], startingOffset[1] };
float zoom = startingZoom;
// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
int maxIterations = 333;
float maxIterationsMultiplier = 166.5f;
// 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 zoomLoc = GetShaderLocation(shader, "zoom");
int offsetLoc = GetShaderLocation(shader, "offset");
int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
// Upload the shader uniform values!
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
bool showControls = true; // Show controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
bool updateShader = false;
// 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) ||
IsKeyPressed(KEY_SIX))
{
int interestIndex = 0;
if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
offset[0] = pointsOfInterest[interestIndex][0];
offset[1] = pointsOfInterest[interestIndex][1];
zoom = pointsOfInterest[interestIndex][2];
updateShader = true;
}
// If "R" is pressed, reset zoom and offset
if (IsKeyPressed(KEY_R))
{
offset[0] = startingOffset[0];
offset[1] = startingOffset[1];
zoom = startingZoom;
updateShader = true;
}
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
// Change number of max iterations with UP and DOWN keys
// WARNING: Increasing the number of max iterations greatly impacts performance
if (IsKeyPressed(KEY_UP))
{
maxIterationsMultiplier *= 1.4f;
updateShader = true;
}
else if (IsKeyPressed(KEY_DOWN))
{
maxIterationsMultiplier /= 1.4f;
updateShader = true;
}
// If either left or right button is pressed, zoom in/out
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : (1.0f/zoomSpeed);
const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity;
// Find the velocity at which to change the camera. Take the distance of the mouse
// From the center of the screen as the direction, and adjust magnitude based on the current zoom
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
// Apply move velocity to camera
offset[0] += GetFrameTime()*offsetVelocity.x;
offset[1] += GetFrameTime()*offsetVelocity.y;
updateShader = true;
}
// In case a parameter has been changed, update the shader values
if (updateShader)
{
// As we zoom in, increase the number of max iterations to get more detail
// Aproximate formula, but it works-ish
maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
// Update the shader uniform values!
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Using a render texture to draw Mandelbrot set
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// So shader can not be applied here directly because input vertexTexCoord
// Do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear screen background
// Draw the saved texture and rendered mandelbrot set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
BeginShaderMode(shader);
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
EndShaderMode();
if (showControls)
{
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
DrawText("Press F1 to toggle these controls", 10, 30, 10, RAYWHITE);
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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