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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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-
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-#include <stdlib.h>
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-
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-#include "raylib.h"
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-#include "rlgl.h"
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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- const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
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- unsigned int brushSize = 1;
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-
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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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-
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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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-
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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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-
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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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-
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- struct GolUpdateSSBO transfertBuffer;
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- transfertBuffer.count = 0;
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-
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- int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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-
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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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- 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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-
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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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-
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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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-
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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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-
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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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-
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- rlBindShaderBuffer(ssboA, 1);
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-
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- BeginDrawing();
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-
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- ClearBackground(BLANK);
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- SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
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-
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- BeginShaderMode(golRenderShader);
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- DrawTexture(whiteTex, 0, 0, WHITE);
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- EndShaderMode();
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-
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- DrawFPS(0, 0);
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-
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- EndDrawing();
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- }
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-
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- // De-Initialization
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- //--------------------------------------------------------------------------------------
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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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-
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- // Unload compute shader programs
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- rlUnloadShaderProgram(golTransfertProgram);
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- rlUnloadShaderProgram(golLogicProgram);
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-
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- UnloadTexture(whiteTex); // Unload white texture
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- UnloadShader(golRenderShader); // Unload rendering fragment shader
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-
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- CloseWindow(); // Close window and OpenGL context
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- //--------------------------------------------------------------------------------------
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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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+
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+#include "raylib.h"
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+#include "rlgl.h"
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+
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+#include <stdlib.h>
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
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+ unsigned int brushSize = 8;
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+
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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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+
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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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+
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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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+
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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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+
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+ struct GolUpdateSSBO transfertBuffer;
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+ transfertBuffer.count = 0;
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+
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+ int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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+
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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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+
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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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+
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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);
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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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+
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+ // Send SSBO buffer to GPU
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+ rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0);
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+
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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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+
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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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+
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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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+
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+ rlBindShaderBuffer(ssboA, 1);
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+ SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(BLANK);
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+
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+ BeginShaderMode(golRenderShader);
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+ DrawTexture(whiteTex, 0, 0, WHITE);
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+ EndShaderMode();
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+
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+ DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
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+
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+ DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
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+ DrawFPS(GetScreenWidth() - 100, 10);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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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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+
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+ // Unload compute shader programs
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+ rlUnloadShaderProgram(golTransfertProgram);
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+ rlUnloadShaderProgram(golLogicProgram);
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+
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+ UnloadTexture(whiteTex); // Unload white texture
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+ UnloadShader(golRenderShader); // Unload rendering fragment shader
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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