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