mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-14 05:25:09 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
174 lines
6.8 KiB
C
174 lines
6.8 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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)
|
|
*
|
|
* 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) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Copyright (c) 2021 Teddy Astie (@tsnake41)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
#include "rlgl.h"
|
|
|
|
#include <stdlib.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
|
|
|
|
// 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;
|
|
|
|
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 compute shader
|
|
Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
|
|
int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
|
|
|
|
// 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);
|
|
UnloadFileText(golTransfertCode);
|
|
|
|
// SSBOs
|
|
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);
|
|
|
|
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);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// 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
|
|
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;
|
|
}
|