chore: clean recommit
This commit is contained in:
parent
8024c6ac40
commit
60ad2e7fb1
122 changed files with 23950 additions and 323 deletions
242
Examples/Shaders/RlglCompute.cs
Normal file
242
Examples/Shaders/RlglCompute.cs
Normal file
|
|
@ -0,0 +1,242 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - rlgl compute
|
||||
*
|
||||
* WARNING: This example requires raylib compiled with OpenGL 4.3 version for
|
||||
* compute shaders support, shaders used in this example are #version 430
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 4.0, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2021-2025 Teddy Astie (@tsnake41)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
[ExcludeFromBrowser("compute shaders are not available on WebGL")]
|
||||
public partial class RlglCompute : IExample
|
||||
{
|
||||
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
|
||||
// This must be a multiple of 16 (check golLogic compute dispatch)
|
||||
private const int GolWidth = 768;
|
||||
|
||||
// Maximum amount of queued draw commands (squares draw from mouse down events)
|
||||
private const int MaxBufferedTransferts = 48;
|
||||
|
||||
private const int screenWidth = GolWidth;
|
||||
private const int screenHeight = GolWidth;
|
||||
|
||||
public string Name => "Shaders / Rlgl Compute";
|
||||
|
||||
public string Title => "raylib [shaders] example - rlgl compute";
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Game Of Life Update Command
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct GolUpdateCmd
|
||||
{
|
||||
public uint X; // x coordinate of the gol command
|
||||
public uint Y; // y coordinate of the gol command
|
||||
public uint W; // width of the filled zone
|
||||
public uint Enabled; // whether to enable or disable zone
|
||||
}
|
||||
|
||||
// Inline fixed-size array of GolUpdateCmd (MAX_BUFFERED_TRANSFERTS entries)
|
||||
[InlineArray(MaxBufferedTransferts)]
|
||||
private struct GolUpdateCmdBuffer
|
||||
{
|
||||
private GolUpdateCmd _element0;
|
||||
}
|
||||
|
||||
// Game Of Life Update Commands SSBO
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct GolUpdateSSBO
|
||||
{
|
||||
public uint Count;
|
||||
public GolUpdateCmdBuffer Commands;
|
||||
}
|
||||
|
||||
private Vector2 resolution;
|
||||
private uint brushSize;
|
||||
private uint golLogicShader;
|
||||
private uint golLogicProgram;
|
||||
private uint golTransfertShader;
|
||||
private uint golTransfertProgram;
|
||||
private Shader golRenderShader;
|
||||
private int resUniformLoc;
|
||||
private uint ssboA;
|
||||
private uint ssboB;
|
||||
private uint ssboTransfert;
|
||||
private GolUpdateSSBO transfertBuffer;
|
||||
private Texture2D whiteTex;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
resolution = new Vector2(screenWidth, screenHeight);
|
||||
brushSize = 8;
|
||||
|
||||
// Game of Life logic compute shader
|
||||
var golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
|
||||
var golLogicBytes = Encoding.UTF8.GetBytes(golLogicCode + "\0");
|
||||
fixed (byte* p = golLogicBytes)
|
||||
{
|
||||
golLogicShader = Rlgl.LoadShader((sbyte*)p, (int)ShaderType.Compute);
|
||||
}
|
||||
golLogicProgram = Rlgl.LoadShaderProgramCompute(golLogicShader);
|
||||
|
||||
// Game of Life logic render shader
|
||||
golRenderShader = LoadShader(null, "resources/shaders/glsl430/gol_render.glsl");
|
||||
resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
|
||||
|
||||
// Game of Life transfert shader (CPU<->GPU download and upload)
|
||||
var golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
|
||||
var golTransfertBytes = Encoding.UTF8.GetBytes(golTransfertCode + "\0");
|
||||
fixed (byte* p = golTransfertBytes)
|
||||
{
|
||||
golTransfertShader = Rlgl.LoadShader((sbyte*)p, (int)ShaderType.Compute);
|
||||
}
|
||||
golTransfertProgram = Rlgl.LoadShaderProgramCompute(golTransfertShader);
|
||||
|
||||
// Load shader storage buffer object (SSBO), id returned
|
||||
ssboA = Rlgl.LoadShaderBuffer((uint)(GolWidth * GolWidth * sizeof(uint)), null, Rlgl.DYNAMIC_COPY);
|
||||
ssboB = Rlgl.LoadShaderBuffer((uint)(GolWidth * GolWidth * sizeof(uint)), null, Rlgl.DYNAMIC_COPY);
|
||||
ssboTransfert = Rlgl.LoadShaderBuffer((uint)sizeof(GolUpdateSSBO), null, Rlgl.DYNAMIC_COPY);
|
||||
|
||||
transfertBuffer = new();
|
||||
|
||||
// Create a white texture of the size of the window to update
|
||||
// each pixel of the window using the fragment shader: golRenderShader
|
||||
var whiteImage = GenImageColor(GolWidth, GolWidth, Color.White);
|
||||
whiteTex = LoadTextureFromImage(whiteImage);
|
||||
UnloadImage(whiteImage);
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
brushSize += (uint)(int)GetMouseWheelMove();
|
||||
|
||||
if ((IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
|
||||
&& (transfertBuffer.Count < MaxBufferedTransferts))
|
||||
{
|
||||
// Buffer a new command
|
||||
transfertBuffer.Commands[(int)transfertBuffer.Count].X = (uint)GetMouseX() - brushSize / 2;
|
||||
transfertBuffer.Commands[(int)transfertBuffer.Count].Y = (uint)GetMouseY() - brushSize / 2;
|
||||
transfertBuffer.Commands[(int)transfertBuffer.Count].W = brushSize;
|
||||
transfertBuffer.Commands[(int)transfertBuffer.Count].Enabled = IsMouseButtonDown(MouseButton.Left) ? 1u : 0u;
|
||||
transfertBuffer.Count++;
|
||||
}
|
||||
else if (transfertBuffer.Count > 0) // Process transfert buffer
|
||||
{
|
||||
// Send SSBO buffer to GPU
|
||||
fixed (GolUpdateSSBO* ptr = &transfertBuffer)
|
||||
{
|
||||
Rlgl.UpdateShaderBuffer(ssboTransfert, ptr, (uint)sizeof(GolUpdateSSBO), 0);
|
||||
}
|
||||
|
||||
// Process SSBO commands on GPU
|
||||
Rlgl.EnableShader(golTransfertProgram);
|
||||
Rlgl.BindShaderBuffer(ssboA, 1);
|
||||
Rlgl.BindShaderBuffer(ssboTransfert, 3);
|
||||
Rlgl.ComputeShaderDispatch(transfertBuffer.Count, 1, 1); // Each GPU unit will process a command!
|
||||
Rlgl.DisableShader();
|
||||
|
||||
transfertBuffer.Count = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Process game of life logic
|
||||
Rlgl.EnableShader(golLogicProgram);
|
||||
Rlgl.BindShaderBuffer(ssboA, 1);
|
||||
Rlgl.BindShaderBuffer(ssboB, 2);
|
||||
Rlgl.ComputeShaderDispatch(GolWidth / 16, GolWidth / 16, 1);
|
||||
Rlgl.DisableShader();
|
||||
|
||||
// ssboA <-> ssboB
|
||||
var temp = ssboA;
|
||||
ssboA = ssboB;
|
||||
ssboB = temp;
|
||||
}
|
||||
|
||||
Rlgl.BindShaderBuffer(ssboA, 1);
|
||||
Raylib.SetShaderValue(golRenderShader, resUniformLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.Blank);
|
||||
|
||||
BeginShaderMode(golRenderShader);
|
||||
DrawTexture(whiteTex, 0, 0, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangleLines(GetMouseX() - (int)(brushSize / 2), GetMouseY() - (int)(brushSize / 2), (int)brushSize, (int)brushSize, Color.Red);
|
||||
|
||||
DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, Color.White);
|
||||
DrawFPS(GetScreenWidth() - 100, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
// Unload shader buffers objects
|
||||
Rlgl.UnloadShaderBuffer(ssboA);
|
||||
Rlgl.UnloadShaderBuffer(ssboB);
|
||||
Rlgl.UnloadShaderBuffer(ssboTransfert);
|
||||
|
||||
// Unload compute shader
|
||||
Rlgl.UnloadShader(golLogicShader);
|
||||
Rlgl.UnloadShader(golTransfertShader);
|
||||
Rlgl.UnloadShaderProgram(golTransfertProgram);
|
||||
Rlgl.UnloadShaderProgram(golLogicProgram);
|
||||
|
||||
UnloadTexture(whiteTex); // Unload white texture
|
||||
UnloadShader(golRenderShader); // Unload rendering fragment shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl compute");
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new RlglCompute();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue