Various coding convention changes.

This commit is contained in:
TSnake41 2021-10-31 00:14:59 +02:00
parent 3221cfd1c7
commit 707f4d9451
7 changed files with 233 additions and 189 deletions

View File

@ -489,8 +489,7 @@ SHADERS = \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d \
shaders/shaders_compute_gol
shaders/shaders_multi_sample2d
AUDIO = \
audio/audio_module_playing \

View File

@ -50,9 +50,15 @@ void main()
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);
}
}

View File

@ -1,24 +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
out vec4 finalColor;
in vec2 fragTexCoord;
layout(std430, binding = 1) readonly buffer golLayout {
uint golBuffer[];
};
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);
}

View File

@ -1,42 +0,0 @@
// Game of life transfert shader.
#version 430
#define GOL_WIDTH 768
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
};
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(std430, binding = 1) buffer golBufferLayout {
uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
};
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);
}
}
}
}
}

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@ -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);
}
}

View File

@ -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);
}
}
}
}
}

View File

@ -24,29 +24,31 @@
// This must be a multiple of 16 (check golLogic compute dispatch).
#define GOL_WIDTH 768
#define SSBO_SIZE (sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH)
// Maximum amount of queued draw commands (squares draw from mouse down events).
#define MAX_BUFFERED_TRANSFERTS 48
struct GolUpdateCmd {
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 {
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 brush_size = 1;
unsigned int brushSize = 1;
// Game of Life logic compute shader
char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
@ -55,43 +57,47 @@ int main(void)
MemFree(golLogicCode);
// Game of Life logic compute shader
Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/golRender.glsl");
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/golTransfert.glsl");
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(SSBO_SIZE, NULL, RL_DYNAMIC_COPY);
unsigned int ssboB = rlLoadShaderBuffer(SSBO_SIZE, NULL, RL_DYNAMIC_COPY);
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))
brush_size *= 2;
else if (IsKeyPressed(KEY_DOWN) && brush_size != 1)
brush_size /= 2;
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) {
&& (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 = brush_size;
transfertBuffer.commands[transfertBuffer.count].w = brushSize;
transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
transfertBuffer.count++;
} else if (transfertBuffer.count > 0) {
}
else if (transfertBuffer.count > 0)
{
// Process transfert buffer
// Send SSBO buffer to GPU
@ -104,7 +110,9 @@ int main(void)
rlDisableShader();
transfertBuffer.count = 0;
} else {
}
else
{
// Process game of life logic
rlEnableShader(golLogicProgram);
rlBindShaderBuffer(ssboA, 1);
@ -134,14 +142,23 @@ int main(void)
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload shader buffers objects.
rlUnloadShaderBuffer(ssboA);
rlUnloadShaderBuffer(ssboB);
rlUnloadShaderBuffer(transfertSSBO);
// Unload compute shader programs
rlUnloadShaderProgram(golTransfertProgram);
rlUnloadShaderProgram(golLogicProgram);
UnloadTexture(whiteTex);
UnloadShader(golRenderShader);
UnloadTexture(whiteTex); // Unload white texture
UnloadShader(golRenderShader); // Unload rendering fragment shader
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}