mandelbrot set
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//! raylib [shaders] example - mandelbrot set
//!
//! Zig-API translation of examples/shaders/shaders_mandelbrot_set.c (raylib 6.2).
//! Example contributed by Jordi Santonja (@JordSant)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 Jordi Santonja (@JordSant)
//!
//! NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
// A few good interesting places: offset x, offset y, zoom
const points_of_interest = [_][3]f32{
.{ -1.76826775, -0.00422996283, 28435.9238 },
.{ 0.322004497, -0.0357099883, 56499.7266 },
.{ -0.748880744, -0.0562955774, 9237.59082 },
.{ -1.78385007, -0.0156200649, 14599.5283 },
.{ -0.0985441282, -0.924688697, 26259.8535 },
.{ 0.317785531, -0.0322612226, 29297.9258 },
};
// Keys [1 - 6] select the matching point of interest
const point_keys = [points_of_interest.len]rl.KeyboardKey{ .one, .two, .three, .four, .five, .six };
const screen_width = 800;
const screen_height = 450;
const zoom_speed: f32 = 1.01;
const offset_speed_mul: f32 = 2.0;
const starting_zoom: f32 = 0.6;
const starting_offset = [2]f32{ -0.5, 0.0 };
pub fn main() !void {
// Initialization
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - mandelbrot set");
defer rl.closeWindow(); // Close window and OpenGL context
// Load mandelbrot set shader
// NOTE: Defining null for vertex shader forces usage of internal default vertex shader
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/mandelbrot_set.fs", .{glsl_version}));
defer rl.unloadShader(shader);
// Create a RenderTexture2D to be used for render to texture
const target = try rl.loadRenderTexture(rl.getScreenWidth(), rl.getScreenHeight());
defer rl.unloadRenderTexture(target);
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
var offset = starting_offset;
var zoom = starting_zoom;
// Depending on the zoom the maximum number of iterations must be adapted to get more detail as we zoom in
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
var max_iterations: i32 = 333;
var max_iterations_multiplier: f32 = 166.5;
// 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
const zoom_loc = rl.getShaderLocation(shader, "zoom");
const offset_loc = rl.getShaderLocation(shader, "offset");
const max_iterations_loc = rl.getShaderLocation(shader, "maxIterations");
// Upload the shader uniform values!
rl.setShaderValue(shader, zoom_loc, zoom);
rl.setShaderValue(shader, offset_loc, offset);
rl.setShaderValue(shader, max_iterations_loc, max_iterations);
var show_controls = true; // Show controls
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
var update_shader = false;
// Press [1 - 6] to reset c to a point of interest
for (point_keys, points_of_interest) |key, point| {
if (rl.isKeyPressed(key)) {
offset = .{ point[0], point[1] };
zoom = point[2];
update_shader = true;
break;
}
}
// If "R" is pressed, reset zoom and offset
if (rl.isKeyPressed(.r)) {
offset = starting_offset;
zoom = starting_zoom;
update_shader = true;
}
if (rl.isKeyPressed(.f1)) show_controls = !show_controls; // 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 (rl.isKeyPressed(.up)) {
max_iterations_multiplier *= 1.4;
update_shader = true;
} else if (rl.isKeyPressed(.down)) {
max_iterations_multiplier /= 1.4;
update_shader = true;
}
// If either left or right button is pressed, zoom in/out
if (rl.isMouseButtonDown(.left) or rl.isMouseButtonDown(.right)) {
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
zoom *= if (rl.isMouseButtonDown(.left)) zoom_speed else 1.0 / zoom_speed;
const mouse_pos = rl.getMousePosition();
// 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
const offset_velocity: rl.Vector2 = .{
.x = (mouse_pos.x / @as(f32, screen_width) - 0.5) * offset_speed_mul / zoom,
.y = (mouse_pos.y / @as(f32, screen_height) - 0.5) * offset_speed_mul / zoom,
};
// Apply move velocity to camera
offset[0] += rl.getFrameTime() * offset_velocity.x;
offset[1] += rl.getFrameTime() * offset_velocity.y;
update_shader = true;
}
// In case a parameter has been changed, update the shader values
if (update_shader) {
// As we zoom in, increase the number of max iterations to get more detail
// Aproximate formula, but it works-ish
max_iterations = @intFromFloat(@sqrt(2.0 * @sqrt(@abs(1.0 - @sqrt(37.5 * zoom)))) * max_iterations_multiplier);
// Update the shader uniform values!
rl.setShaderValue(shader, zoom_loc, zoom);
rl.setShaderValue(shader, offset_loc, offset);
rl.setShaderValue(shader, max_iterations_loc, max_iterations);
}
// Draw
// Using a render texture to draw Mandelbrot set
{
rl.beginTextureMode(target); // Enable drawing to texture
defer rl.endTextureMode();
rl.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)
rl.drawRectangle(0, 0, rl.getScreenWidth(), rl.getScreenHeight(), .black);
}
rl.beginDrawing();
defer rl.endDrawing();
rl.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
{
rl.beginShaderMode(shader);
defer rl.endShaderMode();
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
rl.drawTextureEx(target.texture, .{ .x = 0.0, .y = 0.0 }, 0.0, 1.0, .white);
}
if (show_controls) {
rl.drawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, .ray_white);
rl.drawText("Press F1 to toggle these controls", 10, 30, 10, .ray_white);
rl.drawText("Press [1 - 6] to change point of interest", 10, 45, 10, .ray_white);
rl.drawText("Press UP | DOWN to change number of iterations", 10, 60, 10, .ray_white);
rl.drawText("Press R to recenter the camera", 10, 75, 10, .ray_white);
}
}
}/*******************************************************************************************
*
* 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 6.0, last time updated with raylib 6.0
*
* 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
#if defined(PLATFORM_DESKTOP)
int maxIterations = 333;
float maxIterationsMultiplier = 166.5f;
#else
int maxIterations = 43;
float maxIterationsMultiplier = 22.0f;
#endif
// 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;
}From raylib 6.2. The original on GitHub.