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Update rlgl_compute_shader.c

pull/3043/head
Ray 1 year ago
parent
commit
a4a5a798bd
1 changed files with 4 additions and 4 deletions
  1. +4
    -4
      examples/others/rlgl_compute_shader.c

+ 4
- 4
examples/others/rlgl_compute_shader.c View File

@ -74,10 +74,10 @@ int main(void)
unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); 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 ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
GolUpdateSSBO transfertBuffer = { 0 }; GolUpdateSSBO transfertBuffer = { 0 };
// Create a white texture of the size of the window to update
// Create a white texture of the size of the window to update
// each pixel of the window using the fragment shader: golRenderShader // each pixel of the window using the fragment shader: golRenderShader
Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
Texture whiteTex = LoadTextureFromImage(whiteImage); Texture whiteTex = LoadTextureFromImage(whiteImage);
@ -105,7 +105,7 @@ int main(void)
{ {
// Send SSBO buffer to GPU // Send SSBO buffer to GPU
rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0); rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
// Process SSBO commands on GPU // Process SSBO commands on GPU
rlEnableShader(golTransfertProgram); rlEnableShader(golTransfertProgram);
rlBindShaderBuffer(ssboA, 1); rlBindShaderBuffer(ssboA, 1);
@ -143,7 +143,7 @@ int main(void)
BeginShaderMode(golRenderShader); BeginShaderMode(golRenderShader);
DrawTexture(whiteTex, 0, 0, WHITE); DrawTexture(whiteTex, 0, 0, WHITE);
EndShaderMode(); EndShaderMode();
DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED); DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE); DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);

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