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	cf24c021a3
	
	
	
		
			
			raylib library tries to avoid `long long` usage. Several SSBO functions have been reviewed (including some renames for consistency) to minimize `long long` type usage.
		
			
				
	
	
		
			175 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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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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| *   Example originally created with raylib 4.0, last time updated with raylib 2.5
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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) 2021-2022 Teddy Astie (@tsnake41)
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| *
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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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| 
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| #include <stdlib.h>
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| 
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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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| 
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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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| // 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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| 
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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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| //------------------------------------------------------------------------------------
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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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|     InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");
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| 
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|     const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
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|     unsigned int brushSize = 8;
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| 
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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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| 
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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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| 
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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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| 
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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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|     
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|     GolUpdateSSBO transfertBuffer = { 0 };
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| 
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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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| 
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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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| 
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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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|             
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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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| 
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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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| 
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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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| 
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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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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(BLANK);
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| 
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|             BeginShaderMode(golRenderShader);
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|                 DrawTexture(whiteTex, 0, 0, WHITE);
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|             EndShaderMode();
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|             
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|             DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
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| 
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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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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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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| 
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|     // Unload compute shader programs
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|     rlUnloadShaderProgram(golTransfertProgram);
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|     rlUnloadShaderProgram(golLogicProgram);
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| 
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|     UnloadTexture(whiteTex);            // Unload white texture
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|     UnloadShader(golRenderShader);      // Unload rendering fragment shader
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| 
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|     CloseWindow();                      // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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