diff --git a/examples/shaders/resources/shaders/glsl430/gol.glsl b/examples/shaders/resources/shaders/glsl430/gol.glsl new file mode 100644 index 000000000..47b1a55f9 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl430/gol.glsl @@ -0,0 +1,64 @@ +// 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 new file mode 100644 index 000000000..bbc16eeda --- /dev/null +++ b/examples/shaders/resources/shaders/glsl430/gol_render.glsl @@ -0,0 +1,34 @@ +// 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 new file mode 100644 index 000000000..40d544584 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl @@ -0,0 +1,54 @@ +// 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 new file mode 100644 index 000000000..c5645ee26 --- /dev/null +++ b/examples/shaders/shaders_compute_gol.c @@ -0,0 +1,164 @@ +/******************************************************************************************* +* +* 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 + +#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; +}