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authorRay <[email protected]>2021-10-31 12:28:04 +0100
committerRay <[email protected]>2021-10-31 12:28:04 +0100
commit1fac09d0f4d409d33c0fe529b46bc8132b18ccd9 (patch)
tree9d71b687118b39c0880e0772da50ef22c4582360 /examples/shaders
parentf090f5444c274ce81bd2abcc51d18e516e352081 (diff)
downloadraylib-1fac09d0f4d409d33c0fe529b46bc8132b18ccd9.tar.gz
raylib-1fac09d0f4d409d33c0fe529b46bc8132b18ccd9.zip
REVIEWED: example: Compute shader Game-of-life
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl430/gol.glsl64
-rw-r--r--examples/shaders/resources/shaders/glsl430/gol_render.glsl34
-rw-r--r--examples/shaders/resources/shaders/glsl430/gol_transfert.glsl54
-rw-r--r--examples/shaders/shaders_compute_gol.c164
4 files changed, 0 insertions, 316 deletions
diff --git a/examples/shaders/resources/shaders/glsl430/gol.glsl b/examples/shaders/resources/shaders/glsl430/gol.glsl
deleted file mode 100644
index 47b1a55f..00000000
--- a/examples/shaders/resources/shaders/glsl430/gol.glsl
+++ /dev/null
@@ -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);
- }
-}
diff --git a/examples/shaders/resources/shaders/glsl430/gol_render.glsl b/examples/shaders/resources/shaders/glsl430/gol_render.glsl
deleted file mode 100644
index bbc16eed..00000000
--- a/examples/shaders/resources/shaders/glsl430/gol_render.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-// Game of Life rendering shader
-// Just renders the content of the ssbo at binding 1 to screen.
-#version 430
-
-#define GOL_WIDTH 768
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-
-// Output fragment color
-out vec4 finalColor;
-
-// Input game of life grid.
-layout(std430, binding = 1) readonly buffer golLayout
-{
- uint golBuffer[];
-};
-
-// Output resolution
-uniform vec2 res;
-
-void main()
-{
- ivec2 coords = ivec2(fragTexCoord * res);
-
- if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1)
- {
- finalColor = vec4(1.0);
- }
- else
- {
- finalColor = vec4(0.0, 0.0, 0.0, 1.0);
- }
-}
diff --git a/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl b/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl
deleted file mode 100644
index 40d54458..00000000
--- a/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-// Game of life transfert shader.
-#version 430
-#define GOL_WIDTH 768
-
-// Structure definitions
-struct GolUpdateCmd {
- uint x; // x coordinate of the gol command
- uint y; // y coordinate of the gol command
- uint w; // width of the filled zone
- uint enabled; // whether to enable or disable zone
-};
-
-// Local compute unit size.
-layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
-
-// Output game of life grid buffer.
-layout(std430, binding = 1) buffer golBufferLayout
-{
- uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
-};
-
-// Command buffer
-layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
-{
- uint count;
- GolUpdateCmd commands[];
-};
-
-#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
-#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
-
-void main()
-{
- uint cmd_index = gl_GlobalInvocationID.x;
- GolUpdateCmd cmd = commands[cmd_index];
-
- for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
- {
- for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
- {
- if (isInside(x, y))
- {
- if (cmd.enabled != 0)
- {
- atomicOr(golBuffer[getBufferIndex(x, y)], 1);
- }
- else
- {
- atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
- }
- }
- }
- }
-}
diff --git a/examples/shaders/shaders_compute_gol.c b/examples/shaders/shaders_compute_gol.c
deleted file mode 100644
index c5645ee2..00000000
--- a/examples/shaders/shaders_compute_gol.c
+++ /dev/null
@@ -1,164 +0,0 @@
-/*******************************************************************************************
-*
-* 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 <stdlib.h>
-
-#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;
-}