REVIEWED: example: Compute shader Game-of-life
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examples/others/resources/shaders/glsl430/gol.glsl
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41
examples/others/resources/shaders/glsl430/gol.glsl
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#version 430
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// Game of Life logic shader
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#define GOL_WIDTH 768
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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layout(std430, binding = 1) readonly restrict buffer golLayout {
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
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};
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layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
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uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
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};
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#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
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? (0) \
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: golBuffer[(x) + GOL_WIDTH * (y)])
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#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value
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void main()
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{
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uint neighbourCount = 0;
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uint x = gl_GlobalInvocationID.x;
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uint y = gl_GlobalInvocationID.y;
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neighbourCount += fetchGol(x - 1, y - 1); // Top left
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neighbourCount += fetchGol(x, y - 1); // Top middle
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neighbourCount += fetchGol(x + 1, y - 1); // Top right
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neighbourCount += fetchGol(x - 1, y); // Left
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neighbourCount += fetchGol(x + 1, y); // Right
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neighbourCount += fetchGol(x - 1, y + 1); // Bottom left
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neighbourCount += fetchGol(x, y + 1); // Bottom middle
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neighbourCount += fetchGol(x + 1, y + 1); // Bottom right
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if (neighbourCount == 3) setGol(x, y, 1);
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else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y));
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else setGol(x, y, 0);
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}
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@ -1,34 +1,29 @@
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// Game of Life rendering shader
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// Just renders the content of the ssbo at binding 1 to screen.
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#version 430
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#define GOL_WIDTH 768
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Output fragment color
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out vec4 finalColor;
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// Input game of life grid.
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layout(std430, binding = 1) readonly buffer golLayout
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{
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uint golBuffer[];
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};
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// Output resolution
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uniform vec2 res;
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void main()
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{
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ivec2 coords = ivec2(fragTexCoord * res);
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if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1)
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{
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finalColor = vec4(1.0);
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}
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else
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{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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#version 430
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// Game of Life rendering shader
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// Just renders the content of the ssbo at binding 1 to screen
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#define GOL_WIDTH 768
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Output fragment color
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out vec4 finalColor;
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// Input game of life grid.
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layout(std430, binding = 1) readonly buffer golLayout
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{
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uint golBuffer[];
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};
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// Output resolution
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uniform vec2 resolution;
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void main()
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{
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ivec2 coords = ivec2(fragTexCoord*resolution);
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if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0);
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else finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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@ -1,54 +1,51 @@
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// Game of life transfert shader.
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#version 430
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#define GOL_WIDTH 768
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// Structure definitions
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struct GolUpdateCmd {
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uint x; // x coordinate of the gol command
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uint y; // y coordinate of the gol command
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uint w; // width of the filled zone
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uint enabled; // whether to enable or disable zone
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};
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// Local compute unit size.
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// Output game of life grid buffer.
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layout(std430, binding = 1) buffer golBufferLayout
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{
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
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};
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// Command buffer
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layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
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{
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uint count;
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GolUpdateCmd commands[];
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};
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#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
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#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
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void main()
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{
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uint cmd_index = gl_GlobalInvocationID.x;
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GolUpdateCmd cmd = commands[cmd_index];
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for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
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{
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for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
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{
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if (isInside(x, y))
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{
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if (cmd.enabled != 0)
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{
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atomicOr(golBuffer[getBufferIndex(x, y)], 1);
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}
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else
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{
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atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
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}
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}
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}
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}
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}
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#version 430
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// Game of life transfert shader
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#define GOL_WIDTH 768
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// Game Of Life Update Command
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// NOTE: matches the structure defined on main program
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struct GolUpdateCmd {
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uint x; // x coordinate of the gol command
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uint y; // y coordinate of the gol command
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uint w; // width of the filled zone
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uint enabled; // whether to enable or disable zone
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};
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// Local compute unit size
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// Output game of life grid buffer
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layout(std430, binding = 1) buffer golBufferLayout
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{
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
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};
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// Command buffer
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layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
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{
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uint count;
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GolUpdateCmd commands[];
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};
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#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
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#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
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void main()
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{
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uint cmdIndex = gl_GlobalInvocationID.x;
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GolUpdateCmd cmd = commands[cmdIndex];
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for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
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{
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for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
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{
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if (isInside(x, y))
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{
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if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1);
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else atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
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}
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}
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}
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}
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@ -1,164 +1,173 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Compute shaders 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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*
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* NOTE: Shaders used in this example are #version 430 (OpenGL 4.3).
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*
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* This example has been created using raylib 4.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Teddy Astie (@tsnake41)
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*
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* Copyright (c) 2021 Teddy Astie (@tsnake41)
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*
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********************************************************************************************/
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#include <stdlib.h>
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#include "raylib.h"
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#include "rlgl.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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struct GolUpdateCmd
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{
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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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};
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struct GolUpdateSSBO
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{
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unsigned int count;
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struct GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
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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 [shaders] example - compute shader gol");
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const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
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unsigned int brushSize = 1;
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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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MemFree(golLogicCode);
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// Game of Life logic compute shader
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Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
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int resUniformLoc = GetShaderLocation(golRenderShader, "res");
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// Game of Life transfert shader
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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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MemFree(golTransfertCode);
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// SSBOs
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unsigned int ssboA = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY);
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unsigned int ssboB = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY);
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struct GolUpdateSSBO transfertBuffer;
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transfertBuffer.count = 0;
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int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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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.
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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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while (!WindowShouldClose())
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{
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if (IsKeyPressed(KEY_UP)) brushSize *= 2;
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else if (IsKeyPressed(KEY_DOWN) && (brushSize != 1)) brushSize /= 2;
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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();
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transfertBuffer.commands[transfertBuffer.count].y = GetMouseY();
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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)
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{
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// Process transfert buffer
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// Send SSBO buffer to GPU
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rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0);
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// Process ssbo command
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rlEnableShader(golTransfertProgram);
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rlBindShaderBuffer(ssboA, 1);
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rlBindShaderBuffer(transfertSSBO, 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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BeginDrawing();
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ClearBackground(BLANK);
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SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
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BeginShaderMode(golRenderShader);
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DrawTexture(whiteTex, 0, 0, WHITE);
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EndShaderMode();
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DrawFPS(0, 0);
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EndDrawing();
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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(transfertSSBO);
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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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/*******************************************************************************************
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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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* This example has been created using raylib 4.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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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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* Copyright (c) 2021 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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// 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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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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const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
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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 compute 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
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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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// SSBOs
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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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struct GolUpdateSSBO transfertBuffer;
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transfertBuffer.count = 0;
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int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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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
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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);
|
||||
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);
|
||||
SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLANK);
|
||||
|
||||
BeginShaderMode(golRenderShader);
|
||||
DrawTexture(whiteTex, 0, 0, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
|
||||
|
||||
DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
|
||||
DrawFPS(GetScreenWidth() - 100, 10);
|
||||
|
||||
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;
|
||||
}
|
@ -1,64 +0,0 @@
|
||||
// Game of Life logic shader
|
||||
#version 430
|
||||
|
||||
#define GOL_WIDTH 768
|
||||
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
layout(std430, binding = 1) readonly restrict buffer golLayout {
|
||||
uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
|
||||
};
|
||||
|
||||
layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
|
||||
uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
|
||||
};
|
||||
|
||||
#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
|
||||
? (0) \
|
||||
: golBuffer[(x) + GOL_WIDTH * (y)])
|
||||
|
||||
#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH * (y)] = value
|
||||
|
||||
void main()
|
||||
{
|
||||
uint neighbour_count = 0;
|
||||
uint x = gl_GlobalInvocationID.x;
|
||||
uint y = gl_GlobalInvocationID.y;
|
||||
|
||||
// Top left
|
||||
neighbour_count += fetchGol(x - 1, y - 1);
|
||||
|
||||
// Top middle
|
||||
neighbour_count += fetchGol(x, y - 1);
|
||||
|
||||
// Top right
|
||||
neighbour_count += fetchGol(x + 1, y - 1);
|
||||
|
||||
// Left
|
||||
neighbour_count += fetchGol(x - 1, y);
|
||||
|
||||
// Right
|
||||
neighbour_count += fetchGol(x + 1, y);
|
||||
|
||||
// Bottom left
|
||||
neighbour_count += fetchGol(x - 1, y + 1);
|
||||
|
||||
// Bottom middle
|
||||
neighbour_count += fetchGol(x, y + 1);
|
||||
|
||||
// Bottom right
|
||||
neighbour_count += fetchGol(x + 1, y + 1);
|
||||
|
||||
if (neighbour_count == 3)
|
||||
{
|
||||
setGol(x, y, 1);
|
||||
}
|
||||
else if (neighbour_count == 2)
|
||||
{
|
||||
setGol(x, y, fetchGol(x, y));
|
||||
}
|
||||
else
|
||||
{
|
||||
setGol(x, y, 0);
|
||||
}
|
||||
}
|
28
src/rlgl.h
28
src/rlgl.h
@ -662,7 +662,6 @@ RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);
|
||||
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
|
||||
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
// Compute shader management
|
||||
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
|
||||
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
||||
@ -678,7 +677,6 @@ RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);
|
||||
// Buffer management
|
||||
RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data
|
||||
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
|
||||
#endif
|
||||
|
||||
// Matrix state management
|
||||
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
|
||||
@ -3836,12 +3834,12 @@ void rlSetShader(unsigned int id, int *locs)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
// Load compute shader program
|
||||
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
||||
{
|
||||
unsigned int program = 0;
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
GLint success = 0;
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, shaderId);
|
||||
@ -3880,6 +3878,7 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
||||
|
||||
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
|
||||
}
|
||||
#endif
|
||||
|
||||
return program;
|
||||
}
|
||||
@ -3887,17 +3886,21 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
||||
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
||||
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glDispatchCompute(groupX, groupY, groupZ);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Load shader storage buffer object (SSBO)
|
||||
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
|
||||
{
|
||||
unsigned int ssbo = 0;
|
||||
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glGenBuffers(1, &ssbo);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
|
||||
#endif
|
||||
|
||||
return ssbo;
|
||||
}
|
||||
@ -3905,23 +3908,29 @@ unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int u
|
||||
// Unload shader storage buffer object (SSBO)
|
||||
void rlUnloadShaderBuffer(unsigned int ssboId)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glDeleteBuffers(1, &ssboId);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Update SSBO buffer data
|
||||
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
||||
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Get SSBO buffer size
|
||||
unsigned long long rlGetShaderBufferSize(unsigned int id)
|
||||
{
|
||||
long long size = 0;
|
||||
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
||||
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
|
||||
#endif
|
||||
|
||||
return (size > 0)? size : 0;
|
||||
}
|
||||
@ -3929,33 +3938,40 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
|
||||
// Read SSBO buffer data
|
||||
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
||||
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Bind SSBO buffer
|
||||
void rlBindShaderBuffer(unsigned int id, unsigned int index)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Copy SSBO buffer data
|
||||
void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
|
||||
glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
|
||||
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Bind image texture
|
||||
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_43)
|
||||
int glInternalFormat = 0, glFormat = 0, glType = 0;
|
||||
|
||||
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
||||
glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Matrix state management
|
||||
//-----------------------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user