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- /*******************************************************************************************
- *
- * raylib [rlgl] example - compute shader - Conway's Game of Life
- *
- * NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
- * shaders used in this example are #version 430 (OpenGL 4.3)
- *
- * Example originally created with raylib 4.0, last time updated with raylib 2.5
- *
- * Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5)
- *
- * 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) 2021-2023 Teddy Astie (@tsnake41)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "rlgl.h"
-
- #include <stdlib.h>
-
- // IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
- // This must be a multiple of 16 (check golLogic compute dispatch).
- #define GOL_WIDTH 768
-
- // Maximum amount of queued draw commands (squares draw from mouse down events).
- #define MAX_BUFFERED_TRANSFERTS 48
-
- // Game Of Life Update Command
- typedef struct GolUpdateCmd {
- unsigned int x; // x coordinate of the gol command
- unsigned int y; // y coordinate of the gol command
- unsigned int w; // width of the filled zone
- unsigned int enabled; // whether to enable or disable zone
- } GolUpdateCmd;
-
- // Game Of Life Update Commands SSBO
- typedef struct GolUpdateSSBO {
- unsigned int count;
- GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
- } GolUpdateSSBO;
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");
-
- const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
- unsigned int brushSize = 8;
-
- // Game of Life logic compute shader
- char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
- unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER);
- unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader);
- UnloadFileText(golLogicCode);
-
- // Game of Life logic render shader
- Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
- int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
-
- // Game of Life transfert shader (CPU<->GPU download and upload)
- char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
- unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
- unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
- UnloadFileText(golTransfertCode);
-
- // Load shader storage buffer object (SSBO), id returned
- unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
- unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
- unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
-
- GolUpdateSSBO transfertBuffer = { 0 };
-
- // Create a white texture of the size of the window to update
- // each pixel of the window using the fragment shader: golRenderShader
- Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
- Texture whiteTex = LoadTextureFromImage(whiteImage);
- UnloadImage(whiteImage);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose())
- {
- // Update
- //----------------------------------------------------------------------------------
- brushSize += (int)GetMouseWheelMove();
-
- if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
- && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS))
- {
- // Buffer a new command
- transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2;
- transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2;
- transfertBuffer.commands[transfertBuffer.count].w = brushSize;
- transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
- transfertBuffer.count++;
- }
- else if (transfertBuffer.count > 0) // Process transfert buffer
- {
- // Send SSBO buffer to GPU
- rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
-
- // Process SSBO commands on GPU
- rlEnableShader(golTransfertProgram);
- rlBindShaderBuffer(ssboA, 1);
- rlBindShaderBuffer(ssboTransfert, 3);
- rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // Each GPU unit will process a command!
- rlDisableShader();
-
- transfertBuffer.count = 0;
- }
- else
- {
- // Process game of life logic
- rlEnableShader(golLogicProgram);
- rlBindShaderBuffer(ssboA, 1);
- rlBindShaderBuffer(ssboB, 2);
- rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1);
- rlDisableShader();
-
- // ssboA <-> ssboB
- int temp = ssboA;
- ssboA = ssboB;
- ssboB = temp;
- }
-
- rlBindShaderBuffer(ssboA, 1);
- SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(BLANK);
-
- BeginShaderMode(golRenderShader);
- DrawTexture(whiteTex, 0, 0, WHITE);
- EndShaderMode();
-
- DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
-
- DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
- DrawFPS(GetScreenWidth() - 100, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- // Unload shader buffers objects.
- rlUnloadShaderBuffer(ssboA);
- rlUnloadShaderBuffer(ssboB);
- rlUnloadShaderBuffer(ssboTransfert);
-
- // Unload compute shader programs
- rlUnloadShaderProgram(golTransfertProgram);
- rlUnloadShaderProgram(golLogicProgram);
-
- UnloadTexture(whiteTex); // Unload white texture
- UnloadShader(golRenderShader); // Unload rendering fragment shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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