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@ -1,164 +1,173 @@ |
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/*******************************************************************************************
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* |
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* raylib [shaders] example - Compute shaders Conway's Game of Life |
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* |
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* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, |
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* |
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* NOTE: Shaders used in this example are #version 430 (OpenGL 4.3). |
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* |
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* This example has been created using raylib 4.0 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Example contributed by Teddy Astie (@tsnake41) |
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* |
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* Copyright (c) 2021 Teddy Astie (@tsnake41) |
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* |
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********************************************************************************************/ |
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#include <stdlib.h>
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#include "raylib.h"
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#include "rlgl.h"
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// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
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// This must be a multiple of 16 (check golLogic compute dispatch).
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#define GOL_WIDTH 768
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// Maximum amount of queued draw commands (squares draw from mouse down events).
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#define MAX_BUFFERED_TRANSFERTS 48
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struct GolUpdateCmd |
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{ |
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unsigned int x; // x coordinate of the gol command
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unsigned int y; // y coordinate of the gol command
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unsigned int w; // width of the filled zone
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unsigned int enabled; // whether to enable or disable zone
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}; |
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struct GolUpdateSSBO |
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{ |
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unsigned int count; |
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struct GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; |
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}; |
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int main(void) |
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{ |
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [shaders] example - compute shader gol"); |
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const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; |
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unsigned int brushSize = 1; |
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// Game of Life logic compute shader
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char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); |
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unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); |
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unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); |
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MemFree(golLogicCode); |
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// Game of Life logic compute shader
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Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); |
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int resUniformLoc = GetShaderLocation(golRenderShader, "res"); |
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// Game of Life transfert shader
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char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); |
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unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); |
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unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); |
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MemFree(golTransfertCode); |
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// SSBOs
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unsigned int ssboA = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY); |
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unsigned int ssboB = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY); |
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struct GolUpdateSSBO transfertBuffer; |
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transfertBuffer.count = 0; |
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int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); |
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// Create a white texture of the size of the window to update
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// each pixel of the window using the fragment shader.
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Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); |
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Texture whiteTex = LoadTextureFromImage(whiteImage); |
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UnloadImage(whiteImage); |
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while (!WindowShouldClose()) |
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{ |
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if (IsKeyPressed(KEY_UP)) brushSize *= 2; |
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else if (IsKeyPressed(KEY_DOWN) && (brushSize != 1)) brushSize /= 2; |
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if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) |
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&& (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) |
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{ |
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// Buffer a new command
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transfertBuffer.commands[transfertBuffer.count].x = GetMouseX(); |
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transfertBuffer.commands[transfertBuffer.count].y = GetMouseY(); |
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transfertBuffer.commands[transfertBuffer.count].w = brushSize; |
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transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); |
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transfertBuffer.count++; |
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} |
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else if (transfertBuffer.count > 0) |
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{ |
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// Process transfert buffer
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// Send SSBO buffer to GPU
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rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0); |
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// Process ssbo command
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rlEnableShader(golTransfertProgram); |
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rlBindShaderBuffer(ssboA, 1); |
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rlBindShaderBuffer(transfertSSBO, 3); |
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rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command
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rlDisableShader(); |
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transfertBuffer.count = 0; |
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} |
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else |
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{ |
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// Process game of life logic
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rlEnableShader(golLogicProgram); |
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rlBindShaderBuffer(ssboA, 1); |
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rlBindShaderBuffer(ssboB, 2); |
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rlComputeShaderDispatch(GOL_WIDTH / 16, GOL_WIDTH / 16, 1); |
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rlDisableShader(); |
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// ssboA <-> ssboB
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int temp = ssboA; |
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ssboA = ssboB; |
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ssboB = temp; |
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} |
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rlBindShaderBuffer(ssboA, 1); |
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BeginDrawing(); |
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ClearBackground(BLANK); |
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SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); |
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BeginShaderMode(golRenderShader); |
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DrawTexture(whiteTex, 0, 0, WHITE); |
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EndShaderMode(); |
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DrawFPS(0, 0); |
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EndDrawing(); |
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} |
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload shader buffers objects.
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rlUnloadShaderBuffer(ssboA); |
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rlUnloadShaderBuffer(ssboB); |
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rlUnloadShaderBuffer(transfertSSBO); |
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// Unload compute shader programs
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rlUnloadShaderProgram(golTransfertProgram); |
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rlUnloadShaderProgram(golLogicProgram); |
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UnloadTexture(whiteTex); // Unload white texture
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UnloadShader(golRenderShader); // Unload rendering fragment shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0; |
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} |
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/******************************************************************************************* |
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* |
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* raylib [rlgl] example - compute shader - Conway's Game of Life |
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* |
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* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, |
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* shaders used in this example are #version 430 (OpenGL 4.3) |
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* |
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* This example has been created using raylib 4.0 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2021 Teddy Astie (@tsnake41) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "rlgl.h" |
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#include <stdlib.h> |
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// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant. |
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// This must be a multiple of 16 (check golLogic compute dispatch). |
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#define GOL_WIDTH 768 |
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// Maximum amount of queued draw commands (squares draw from mouse down events). |
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#define MAX_BUFFERED_TRANSFERTS 48 |
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// Game Of Life Update Command |
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typedef struct GolUpdateCmd { |
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unsigned int x; // x coordinate of the gol command |
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unsigned int y; // y coordinate of the gol command |
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unsigned int w; // width of the filled zone |
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unsigned int enabled; // whether to enable or disable zone |
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} GolUpdateCmd; |
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// Game Of Life Update Commands SSBO |
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typedef struct GolUpdateSSBO { |
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unsigned int count; |
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GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; |
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} GolUpdateSSBO; |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life"); |
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const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; |
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unsigned int brushSize = 8; |
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// Game of Life logic compute shader |
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char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); |
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unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); |
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unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); |
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UnloadFileText(golLogicCode); |
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// Game of Life logic compute shader |
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Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); |
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int resUniformLoc = GetShaderLocation(golRenderShader, "resolution"); |
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// Game of Life transfert shader |
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char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); |
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unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); |
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unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); |
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UnloadFileText(golTransfertCode); |
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// SSBOs |
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unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); |
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unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); |
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struct GolUpdateSSBO transfertBuffer; |
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transfertBuffer.count = 0; |
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int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); |
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// Create a white texture of the size of the window to update |
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// each pixel of the window using the fragment shader |
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Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); |
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Texture whiteTex = LoadTextureFromImage(whiteImage); |
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UnloadImage(whiteImage); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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brushSize += (int)GetMouseWheelMove(); |
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if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) |
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&& (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) |
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{ |
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// Buffer a new command |
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transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2; |
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transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2; |
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transfertBuffer.commands[transfertBuffer.count].w = brushSize; |
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transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); |
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transfertBuffer.count++; |
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} |
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else if (transfertBuffer.count > 0) |
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{ |
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// Process transfert buffer |
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// Send SSBO buffer to GPU |
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rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0); |
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// Process ssbo command |
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rlEnableShader(golTransfertProgram); |
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rlBindShaderBuffer(ssboA, 1); |
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rlBindShaderBuffer(transfertSSBO, 3); |
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rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command |
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rlDisableShader(); |
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transfertBuffer.count = 0; |
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} |
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else |
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{ |
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// Process game of life logic |
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rlEnableShader(golLogicProgram); |
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rlBindShaderBuffer(ssboA, 1); |
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rlBindShaderBuffer(ssboB, 2); |
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rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1); |
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rlDisableShader(); |
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// ssboA <-> ssboB |
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int temp = ssboA; |
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ssboA = ssboB; |
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ssboB = temp; |
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} |
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rlBindShaderBuffer(ssboA, 1); |
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SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(BLANK); |
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BeginShaderMode(golRenderShader); |
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DrawTexture(whiteTex, 0, 0, WHITE); |
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EndShaderMode(); |
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DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED); |
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DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE); |
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DrawFPS(GetScreenWidth() - 100, 10); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// Unload shader buffers objects. |
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rlUnloadShaderBuffer(ssboA); |
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rlUnloadShaderBuffer(ssboB); |
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rlUnloadShaderBuffer(transfertSSBO); |
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// Unload compute shader programs |
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rlUnloadShaderProgram(golTransfertProgram); |
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rlUnloadShaderProgram(golLogicProgram); |
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UnloadTexture(whiteTex); // Unload white texture |
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UnloadShader(golRenderShader); // Unload rendering fragment shader |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |