rlgl_compute_shader.c 7.5 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [others] example - compute shader
  4. *
  5. * NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
  6. * shaders used in this example are #version 430 (OpenGL 4.3)
  7. *
  8. * Example complexity rating: [★★★★] 4/4
  9. *
  10. * Example originally created with raylib 4.0, last time updated with raylib 4.0
  11. *
  12. * Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5)
  13. *
  14. * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  15. * BSD-like license that allows static linking with closed source software
  16. *
  17. * Copyright (c) 2021-2025 Teddy Astie (@tsnake41)
  18. *
  19. ********************************************************************************************/
  20. #include "raylib.h"
  21. #include "rlgl.h"
  22. #include <stdlib.h>
  23. // IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
  24. // This must be a multiple of 16 (check golLogic compute dispatch)
  25. #define GOL_WIDTH 768
  26. // Maximum amount of queued draw commands (squares draw from mouse down events)
  27. #define MAX_BUFFERED_TRANSFERTS 48
  28. //----------------------------------------------------------------------------------
  29. // Types and Structures Definition
  30. //----------------------------------------------------------------------------------
  31. // Game Of Life Update Command
  32. typedef struct GolUpdateCmd {
  33. unsigned int x; // x coordinate of the gol command
  34. unsigned int y; // y coordinate of the gol command
  35. unsigned int w; // width of the filled zone
  36. unsigned int enabled; // whether to enable or disable zone
  37. } GolUpdateCmd;
  38. // Game Of Life Update Commands SSBO
  39. typedef struct GolUpdateSSBO {
  40. unsigned int count;
  41. GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
  42. } GolUpdateSSBO;
  43. //------------------------------------------------------------------------------------
  44. // Program main entry point
  45. //------------------------------------------------------------------------------------
  46. int main(void)
  47. {
  48. // Initialization
  49. //--------------------------------------------------------------------------------------
  50. const int screenWidth = GOL_WIDTH;
  51. const int screenHeight = GOL_WIDTH;
  52. InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader");
  53. const Vector2 resolution = { (float)screenWidth, (float)screenHeight };
  54. unsigned int brushSize = 8;
  55. // Game of Life logic compute shader
  56. char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
  57. unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER);
  58. unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader);
  59. UnloadFileText(golLogicCode);
  60. // Game of Life logic render shader
  61. Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
  62. int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
  63. // Game of Life transfert shader (CPU<->GPU download and upload)
  64. char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
  65. unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
  66. unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
  67. UnloadFileText(golTransfertCode);
  68. // Load shader storage buffer object (SSBO), id returned
  69. unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
  70. unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
  71. unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
  72. GolUpdateSSBO transfertBuffer = { 0 };
  73. // Create a white texture of the size of the window to update
  74. // each pixel of the window using the fragment shader: golRenderShader
  75. Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
  76. Texture whiteTex = LoadTextureFromImage(whiteImage);
  77. UnloadImage(whiteImage);
  78. //--------------------------------------------------------------------------------------
  79. // Main game loop
  80. while (!WindowShouldClose())
  81. {
  82. // Update
  83. //----------------------------------------------------------------------------------
  84. brushSize += (int)GetMouseWheelMove();
  85. if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
  86. && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS))
  87. {
  88. // Buffer a new command
  89. transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2;
  90. transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2;
  91. transfertBuffer.commands[transfertBuffer.count].w = brushSize;
  92. transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
  93. transfertBuffer.count++;
  94. }
  95. else if (transfertBuffer.count > 0) // Process transfert buffer
  96. {
  97. // Send SSBO buffer to GPU
  98. rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
  99. // Process SSBO commands on GPU
  100. rlEnableShader(golTransfertProgram);
  101. rlBindShaderBuffer(ssboA, 1);
  102. rlBindShaderBuffer(ssboTransfert, 3);
  103. rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // Each GPU unit will process a command!
  104. rlDisableShader();
  105. transfertBuffer.count = 0;
  106. }
  107. else
  108. {
  109. // Process game of life logic
  110. rlEnableShader(golLogicProgram);
  111. rlBindShaderBuffer(ssboA, 1);
  112. rlBindShaderBuffer(ssboB, 2);
  113. rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1);
  114. rlDisableShader();
  115. // ssboA <-> ssboB
  116. int temp = ssboA;
  117. ssboA = ssboB;
  118. ssboB = temp;
  119. }
  120. rlBindShaderBuffer(ssboA, 1);
  121. SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
  122. //----------------------------------------------------------------------------------
  123. // Draw
  124. //----------------------------------------------------------------------------------
  125. BeginDrawing();
  126. ClearBackground(BLANK);
  127. BeginShaderMode(golRenderShader);
  128. DrawTexture(whiteTex, 0, 0, WHITE);
  129. EndShaderMode();
  130. DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
  131. DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
  132. DrawFPS(GetScreenWidth() - 100, 10);
  133. EndDrawing();
  134. //----------------------------------------------------------------------------------
  135. }
  136. // De-Initialization
  137. //--------------------------------------------------------------------------------------
  138. // Unload shader buffers objects
  139. rlUnloadShaderBuffer(ssboA);
  140. rlUnloadShaderBuffer(ssboB);
  141. rlUnloadShaderBuffer(ssboTransfert);
  142. // Unload compute shader programs
  143. rlUnloadShaderProgram(golTransfertProgram);
  144. rlUnloadShaderProgram(golLogicProgram);
  145. UnloadTexture(whiteTex); // Unload white texture
  146. UnloadShader(golRenderShader); // Unload rendering fragment shader
  147. CloseWindow(); // Close window and OpenGL context
  148. //--------------------------------------------------------------------------------------
  149. return 0;
  150. }