/******************************************************************************************* * * raylib [rlgl] example - compute shader - Conway's Game of Life * * NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, * shaders used in this example are #version 430 (OpenGL 4.3) * * Example originally created with raylib 4.0, last time updated with raylib 2.5 * * Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2021-2023 Teddy Astie (@tsnake41) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" #include // 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 // Game Of Life Update Command typedef 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 } GolUpdateCmd; // Game Of Life Update Commands SSBO typedef struct GolUpdateSSBO { unsigned int count; GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; } GolUpdateSSBO; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life"); const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; unsigned int brushSize = 8; // 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); UnloadFileText(golLogicCode); // Game of Life logic render shader Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); int resUniformLoc = GetShaderLocation(golRenderShader, "resolution"); // Game of Life transfert shader (CPU<->GPU download and upload) char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); UnloadFileText(golTransfertCode); // Load shader storage buffer object (SSBO), id returned unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); GolUpdateSSBO transfertBuffer = { 0 }; // Create a white texture of the size of the window to update // each pixel of the window using the fragment shader: golRenderShader Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); Texture whiteTex = LoadTextureFromImage(whiteImage); UnloadImage(whiteImage); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- brushSize += (int)GetMouseWheelMove(); if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) { // Buffer a new command transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2; transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2; 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 rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0); // Process SSBO commands on GPU rlEnableShader(golTransfertProgram); rlBindShaderBuffer(ssboA, 1); rlBindShaderBuffer(ssboTransfert, 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(ssboTransfert); // 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; }