Various coding convention changes.
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3221cfd1c7
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@ -489,8 +489,7 @@ SHADERS = \
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shaders/shaders_spotlight \
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shaders/shaders_hot_reloading \
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shaders/shaders_mesh_instancing \
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shaders/shaders_multi_sample2d \
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shaders/shaders_compute_gol
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shaders/shaders_multi_sample2d
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AUDIO = \
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audio/audio_module_playing \
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@ -50,9 +50,15 @@ void main()
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neighbour_count += fetchGol(x + 1, y + 1);
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if (neighbour_count == 3)
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{
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setGol(x, y, 1);
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}
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else if (neighbour_count == 2)
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{
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setGol(x, y, fetchGol(x, y));
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}
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else
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{
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setGol(x, y, 0);
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}
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}
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@ -1,24 +0,0 @@
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// Game of Life rendering shader
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// Just renders the content of the ssbo at binding 1 to screen.
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#version 430
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#define GOL_WIDTH 768
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out vec4 finalColor;
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in vec2 fragTexCoord;
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layout(std430, binding = 1) readonly buffer golLayout {
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uint golBuffer[];
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};
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uniform vec2 res;
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void main()
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{
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ivec2 coords = ivec2(fragTexCoord * res);
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if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1)
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finalColor = vec4(1.0);
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else
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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@ -1,42 +0,0 @@
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// Game of life transfert shader.
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#version 430
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#define GOL_WIDTH 768
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struct GolUpdateCmd {
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uint x; // x coordinate of the gol command
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uint y; // y coordinate of the gol command
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uint w; // width of the filled zone
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uint enabled; // whether to enable or disable zone
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};
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(std430, binding = 1) buffer golBufferLayout {
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
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};
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layout(std430, binding = 3) readonly restrict buffer golUpdateLayout {
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uint count;
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GolUpdateCmd commands[];
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};
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#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
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#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
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void main()
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{
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uint cmd_index = gl_GlobalInvocationID.x;
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GolUpdateCmd cmd = commands[cmd_index];
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for (uint x = cmd.x; x < (cmd.x + cmd.w); x++) {
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for (uint y = cmd.y; y < (cmd.y + cmd.w); y++) {
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if (isInside(x, y)) {
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if (cmd.enabled != 0) {
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atomicOr(golBuffer[getBufferIndex(x, y)], 1);
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} else {
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atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
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}
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}
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}
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}
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}
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34
examples/shaders/resources/shaders/glsl430/gol_render.glsl
Normal file
34
examples/shaders/resources/shaders/glsl430/gol_render.glsl
Normal file
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@ -0,0 +1,34 @@
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// Game of Life rendering shader
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// Just renders the content of the ssbo at binding 1 to screen.
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#version 430
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#define GOL_WIDTH 768
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Output fragment color
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out vec4 finalColor;
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// Input game of life grid.
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layout(std430, binding = 1) readonly buffer golLayout
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{
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uint golBuffer[];
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};
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// Output resolution
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uniform vec2 res;
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void main()
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{
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ivec2 coords = ivec2(fragTexCoord * res);
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if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1)
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{
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finalColor = vec4(1.0);
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}
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else
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{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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@ -0,0 +1,54 @@
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// Game of life transfert shader.
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#version 430
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#define GOL_WIDTH 768
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// Structure definitions
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struct GolUpdateCmd {
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uint x; // x coordinate of the gol command
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uint y; // y coordinate of the gol command
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uint w; // width of the filled zone
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uint enabled; // whether to enable or disable zone
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};
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// Local compute unit size.
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// Output game of life grid buffer.
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layout(std430, binding = 1) buffer golBufferLayout
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{
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
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};
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// Command buffer
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layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
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{
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uint count;
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GolUpdateCmd commands[];
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};
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#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
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#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
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void main()
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{
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uint cmd_index = gl_GlobalInvocationID.x;
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GolUpdateCmd cmd = commands[cmd_index];
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for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
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{
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for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
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{
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if (isInside(x, y))
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{
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if (cmd.enabled != 0)
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{
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atomicOr(golBuffer[getBufferIndex(x, y)], 1);
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}
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else
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{
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atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
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}
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}
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}
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}
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}
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@ -24,29 +24,31 @@
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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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#define SSBO_SIZE (sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH)
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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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struct GolUpdateCmd {
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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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struct GolUpdateSSBO {
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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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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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const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
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unsigned int brush_size = 1;
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unsigned int brushSize = 1;
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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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@ -55,43 +57,47 @@ int main(void)
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MemFree(golLogicCode);
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// Game of Life logic compute shader
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Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/golRender.glsl");
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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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// Game of Life transfert shader
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char *golTransfertCode = LoadFileText("resources/shaders/glsl430/golTransfert.glsl");
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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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// SSBOs
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unsigned int ssboA = rlLoadShaderBuffer(SSBO_SIZE, NULL, RL_DYNAMIC_COPY);
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unsigned int ssboB = rlLoadShaderBuffer(SSBO_SIZE, NULL, RL_DYNAMIC_COPY);
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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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struct GolUpdateSSBO transfertBuffer;
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transfertBuffer.count = 0;
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int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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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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while (!WindowShouldClose()) {
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if (IsKeyPressed(KEY_UP))
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brush_size *= 2;
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else if (IsKeyPressed(KEY_DOWN) && brush_size != 1)
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brush_size /= 2;
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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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if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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&& transfertBuffer.count < MAX_BUFFERED_TRANSFERTS) {
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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 = brush_size;
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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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} else if (transfertBuffer.count > 0) {
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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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// Send SSBO buffer to GPU
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@ -104,7 +110,9 @@ int main(void)
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rlDisableShader();
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transfertBuffer.count = 0;
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} else {
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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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@ -134,14 +142,23 @@ int main(void)
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EndDrawing();
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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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// Unload compute shader programs
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rlUnloadShaderProgram(golTransfertProgram);
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rlUnloadShaderProgram(golLogicProgram);
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UnloadTexture(whiteTex);
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UnloadShader(golRenderShader);
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UnloadTexture(whiteTex); // Unload white texture
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UnloadShader(golRenderShader); // Unload rendering fragment shader
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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