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								/*******************************************************************************************
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								*
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								*   raylib [others] example - compute shader
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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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								*   Example complexity rating: [★★★★] 4/4
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								*
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								*   Example originally created with raylib 4.0, last time updated with raylib 4.0
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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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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2021-2025 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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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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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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								//------------------------------------------------------------------------------------
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								// Program main entry point
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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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								    const int screenWidth = GOL_WIDTH;
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								    const int screenHeight = GOL_WIDTH;
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								    InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader");
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								    const Vector2 resolution = { screenWidth, screenHeight };
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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 render 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 (CPU<->GPU download and upload)
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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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								    // Load shader storage buffer object (SSBO), id returned
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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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								    unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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								    GolUpdateSSBO transfertBuffer = { 0 };
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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: golRenderShader
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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)  // Process transfert buffer
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								        {
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								            // Send SSBO buffer to GPU
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								            rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
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								            // Process SSBO commands on GPU
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								            rlEnableShader(golTransfertProgram);
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								            rlBindShaderBuffer(ssboA, 1);
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								            rlBindShaderBuffer(ssboTransfert, 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(ssboTransfert);
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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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