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+/*******************************************************************************************
+*
+* 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;
+}