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https://github.com/raysan5/raylib.git
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345 lines
16 KiB
C
345 lines
16 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - game of life
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant) 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) 2025 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for GUI controls
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Interaction mode
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typedef enum {
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MODE_RUN = 0,
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MODE_PAUSE,
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MODE_DRAW,
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} InteractionMode;
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// Struct to store example preset patterns
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typedef struct {
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char *name;
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char *fileName;
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Vector2 position;
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} PresetPattern;
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//----------------------------------------------------------------------------------
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// Functions declaration
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//----------------------------------------------------------------------------------
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void FreeImageToDraw(Image **imageToDraw);
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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 = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
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const int menuWidth = 100;
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const int windowWidth = screenWidth - menuWidth;
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const int windowHeight = screenHeight;
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const int worldWidth = 2048;
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const int worldHeight = 2048;
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const int randomTiles = 8; // Random preset: divide the world to compute random points in each tile
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const Rectangle worldRectSource = { 0, 0, (float)worldWidth, (float)-worldHeight };
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const Rectangle worldRectDest = { 0, 0, (float)worldWidth, (float)worldHeight };
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const Rectangle textureOnScreen = { 0, 0, (float)windowWidth, (float)windowHeight };
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const PresetPattern presetPatterns[] = {
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{ "Glider", "glider", { 0.5f, 0.5f } }, { "R-pentomino", "r_pentomino", { 0.5f, 0.5f } }, { "Acorn", "acorn", { 0.5f,0.5f } },
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{ "Spaceships", "spaceships", { 0.1f, 0.5f } }, { "Still lifes", "still_lifes", { 0.5f, 0.5f } }, { "Oscillators", "oscillators", { 0.5f, 0.5f } },
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{ "Puffer train", "puffer_train", { 0.1f, 0.5f } }, { "Glider Gun", "glider_gun", { 0.2f, 0.2f } }, { "Breeder", "breeder", { 0.1f, 0.5f } },
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{ "Random", "", { 0.5f, 0.5f } }
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};
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const int numberOfPresets = sizeof(presetPatterns)/sizeof(presetPatterns[0]);
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int zoom = 1;
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float offsetX = (worldWidth - windowWidth)/2.0f; // Centered on window
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float offsetY = (worldHeight - windowHeight)/2.0f; // Centered on window
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int framesPerStep = 1;
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int frame = 0;
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int preset = -1; // No button pressed for preset
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int mode = MODE_RUN; // Starting mode: running
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bool buttonZoomIn = false; // Button states: false not pressed
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bool buttonZomOut = false;
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bool buttonFaster = false;
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bool buttonSlower = false;
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// Load shader
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Shader shdrGameOfLife = LoadShader(0, TextFormat("resources/shaders/glsl%i/game_of_life.fs", GLSL_VERSION));
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// Set shader uniform size of the world
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int resolutionLoc = GetShaderLocation(shdrGameOfLife, "resolution");
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const float resolution[2] = { (float)worldWidth, (float)worldHeight };
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SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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// Define two textures: the current world and the previous world
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RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight);
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RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight);
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BeginTextureMode(world2);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
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UpdateTextureRec(world2.texture, (Rectangle){ worldWidth/2.0f, worldHeight/2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
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UnloadImage(startPattern);
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// Pointers to the two textures, to be swapped
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RenderTexture2D *currentWorld = &world2;
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RenderTexture2D *previousWorld = &world1;
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// Image to be used in DRAW mode, to be changed with mouse input
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Image *imageToDraw = NULL;
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SetTargetFPS(60); // Set at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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frame++;
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// Change zoom: both by buttons or by mouse wheel
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float mouseWheelMove = GetMouseWheelMove();
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if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f))
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{
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FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
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const float centerX = offsetX + (windowWidth/2.0f)/zoom;
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const float centerY = offsetY + (windowHeight/2.0f)/zoom;
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if (buttonZoomIn || (mouseWheelMove > 0.0f)) zoom *= 2;
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if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1)) zoom /= 2;
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offsetX = centerX - (windowWidth/2.0f)/zoom;
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offsetY = centerY - (windowHeight/2.0f)/zoom;
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}
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// Change speed: number of frames per step
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if (buttonFaster && framesPerStep > 1) framesPerStep--;
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if (buttonSlower) framesPerStep++;
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// Mouse management
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if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
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{
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FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
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// Pan with mouse left button
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static Vector2 previousMousePosition = { 0.0f, 0.0f };
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const Vector2 mousePosition = GetMousePosition();
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
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{
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offsetX -= (mousePosition.x - previousMousePosition.x)/zoom;
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offsetY -= (mousePosition.y - previousMousePosition.y)/zoom;
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}
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previousMousePosition = mousePosition;
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}
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else // MODE_DRAW
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{
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const float offsetDecimalX = offsetX - floorf(offsetX);
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const float offsetDecimalY = offsetY - floorf(offsetY);
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int sizeInWorldX = (int)(ceilf((float)(windowWidth + offsetDecimalX*zoom)/zoom));
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int sizeInWorldY = (int)(ceilf((float)(windowHeight + offsetDecimalY*zoom)/zoom));
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if (offsetX + sizeInWorldX >= worldWidth) sizeInWorldX = worldWidth - (int)floorf(offsetX);
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if (offsetY + sizeInWorldY >= worldHeight) sizeInWorldY = worldHeight - (int)floorf(offsetY);
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// Create image to draw if not created yet
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if (imageToDraw == NULL)
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{
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RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY);
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BeginTextureMode(worldOnScreen);
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DrawTexturePro(currentWorld->texture, (Rectangle) { floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), -(float)(sizeInWorldY) },
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(Rectangle) { 0, 0, (float)(sizeInWorldX), (float)(sizeInWorldY) }, (Vector2) { 0, 0 }, 0.0f, WHITE);
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EndTextureMode();
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imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
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*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
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UnloadRenderTexture(worldOnScreen);
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}
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const Vector2 mousePosition = GetMousePosition();
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static int firstColor = -1;
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
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{
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int mouseX = (int)(mousePosition.x + offsetDecimalX*zoom)/zoom;
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int mouseY = (int)(mousePosition.y + offsetDecimalY*zoom)/zoom;
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if (mouseX >= sizeInWorldX) mouseX = sizeInWorldX - 1;
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if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1;
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if (firstColor == -1) firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE);
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if (prevColor != firstColor) UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
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}
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else firstColor = -1;
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}
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// Load selected preset
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if (preset >= 0)
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{
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Image pattern;
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if (preset < numberOfPresets - 1) // Preset with pattern image lo load
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{
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pattern = LoadImage(TextFormat("resources/game_of_life/%s.png", presetPatterns[preset].fileName));
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BeginTextureMode(*currentWorld);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f,
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worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f,
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(float)(pattern.width), (float)(pattern.height) }, pattern.data);
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}
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else // Last preset: Random values
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{
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pattern = GenImageColor(worldWidth/randomTiles, worldHeight/randomTiles, RAYWHITE);
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for (int i = 0; i < randomTiles; i++)
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{
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for (int j = 0; j < randomTiles; j++)
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{
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ImageClearBackground(&pattern, RAYWHITE);
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for (int x = 0; x < pattern.width; x++)
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{
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for (int y = 0; y < pattern.height; y++)
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{
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if (GetRandomValue(0, 100) < 15) ImageDrawPixel(&pattern, x, y, BLACK);
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}
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}
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UpdateTextureRec(currentWorld->texture,
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(Rectangle){ (float)(pattern.width*i), (float)(pattern.height*j),
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(float)(pattern.width), (float)(pattern.height) }, pattern.data);
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}
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}
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}
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UnloadImage(pattern);
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mode = MODE_PAUSE;
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offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
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offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
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}
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// Check window draw inside world limits
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if (offsetX < 0) offsetX = 0;
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if (offsetY < 0) offsetY = 0;
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if (offsetX > worldWidth - (float)(windowWidth)/zoom) offsetX = worldWidth - (float)(windowWidth)/zoom;
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if (offsetY > worldHeight - (float)(windowHeight)/zoom) offsetY = worldHeight - (float)(windowHeight)/zoom;
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// Rectangles for drawing texture portion to screen
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const Rectangle textureSourceToScreen = { offsetX, offsetY, (float)windowWidth/zoom, (float)windowHeight/zoom };
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//----------------------------------------------------------------------------------
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// Draw to texture
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//----------------------------------------------------------------------------------
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if ((mode == MODE_RUN) && ((frame%framesPerStep) == 0))
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{
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// Swap worlds
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RenderTexture2D *tempWorld = currentWorld;
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currentWorld = previousWorld;
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previousWorld = tempWorld;
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// Draw to texture
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BeginTextureMode(*currentWorld);
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BeginShaderMode(shdrGameOfLife);
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DrawTexturePro(previousWorld->texture, worldRectSource, worldRectDest, (Vector2){ 0, 0 }, 0.0f, RAYWHITE);
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EndShaderMode();
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EndTextureMode();
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}
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//----------------------------------------------------------------------------------
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// Draw to screen
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//----------------------------------------------------------------------------------
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BeginDrawing();
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DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE);
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DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 });
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DrawRectangle(windowWidth, 0, screenWidth - windowWidth, screenHeight, (Color){ 232, 232, 232, 255 });
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DrawText("Conway's", 704, 4, 20, DARKBLUE);
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DrawText(" game of", 704, 19, 20, DARKBLUE);
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DrawText(" life", 708, 34, 20, DARKBLUE);
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DrawText("in raylib", 757, 42, 6, BLACK);
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DrawText("Presets", 710, 58, 8, GRAY);
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preset = -1;
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for (int i = 0; i < numberOfPresets; i++)
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if (GuiButton((Rectangle){ 710.0f, 70.0f + 18*i, 80.0f, 16.0f }, presetPatterns[i].name)) preset = i;
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GuiToggleGroup((Rectangle){ 710, 258, 80, 16 }, "Run\nPause\nDraw", &mode);
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DrawText(TextFormat("Zoom: %ix", zoom), 710, 316, 8, GRAY);
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buttonZoomIn = GuiButton((Rectangle){ 710, 328, 80, 16 }, "Zoom in");
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buttonZomOut = GuiButton((Rectangle){ 710, 346, 80, 16 }, "Zoom out");
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DrawText(TextFormat("Speed: %i frame%s", framesPerStep, (framesPerStep > 1)? "s" : ""), 710, 370, 8, GRAY);
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buttonFaster = GuiButton((Rectangle){ 710, 382, 80, 16 }, "Faster");
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buttonSlower = GuiButton((Rectangle){ 710, 400, 80, 16 }, "Slower");
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DrawFPS(712, 426);
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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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UnloadShader(shdrGameOfLife);
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UnloadRenderTexture(world1);
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UnloadRenderTexture(world2);
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FreeImageToDraw(&imageToDraw);
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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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// Functions definition
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//----------------------------------------------------------------------------------
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void FreeImageToDraw(Image **imageToDraw)
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{
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if (*imageToDraw != NULL)
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{
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UnloadImage(**imageToDraw);
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RL_FREE(*imageToDraw);
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*imageToDraw = NULL;
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}
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}
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