From 5f2e299a2f0d86e450340079930b98651103722f Mon Sep 17 00:00:00 2001 From: David Robillard Date: Sun, 8 Mar 2020 17:47:13 +0100 Subject: Move demo programs to examples directory These are not really tests, but examples or demos, which has caused some confusion in the past. So, move them, and make room for actual tests. --- test/pugl_gl3_test.c | 398 --------------------------------------------------- 1 file changed, 398 deletions(-) delete mode 100644 test/pugl_gl3_test.c (limited to 'test/pugl_gl3_test.c') diff --git a/test/pugl_gl3_test.c b/test/pugl_gl3_test.c deleted file mode 100644 index 86fb11c..0000000 --- a/test/pugl_gl3_test.c +++ /dev/null @@ -1,398 +0,0 @@ -/* - Copyright 2012-2019 David Robillard - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted, provided that the above - copyright notice and this permission notice appear in all copies. - - THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES - WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF - MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR - ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES - WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN - ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF - OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. -*/ - -/** - @file pugl_gl3_test.c A simple test of OpenGL 3 with Pugl. - - This is an example of using OpenGL for pixel-perfect 2D drawing. It uses - pixel coordinates for positions and sizes so that things work roughly like a - typical 2D graphics API. - - The program draws a bunch of rectangles with borders, using instancing. - Each rectangle has origin, size, and fill color attributes, which are shared - for all four vertices. On each frame, a single buffer with all the - rectangle data is sent to the GPU, and everything is drawn with a single - draw call. - - This is not particularly realistic or optimal, but serves as a decent rough - benchmark for how much simple geometry you can draw. The number of - rectangles can be given on the command line. For reference, it begins to - struggle to maintain 60 FPS on my machine (1950x + Vega64) with more than - about 100000 rectangles. -*/ - -#define GL_SILENCE_DEPRECATION 1 - -#include "demo_utils.h" -#include "shader_utils.h" -#include "test_utils.h" - -#include "glad/glad.h" - -#include "pugl/gl.h" -#include "pugl/pugl.h" -#include "pugl/pugl_gl.h" - -#include -#include -#include -#include -#include -#include - -static const int defaultWidth = 512; -static const int defaultHeight = 512; - -typedef struct -{ - float pos[2]; - float size[2]; - float fillColor[4]; -} Rect; - -// clang-format off -static const GLfloat rectVertices[] = { - 0.0f, 0.0f, // TL - 1.0f, 0.0f, // TR - 0.0f, 1.0f, // BL - 1.0f, 1.0f, // BR -}; -// clang-format on - -static const GLuint rectIndices[4] = {0, 1, 2, 3}; - -typedef struct -{ - PuglTestOptions opts; - PuglWorld* world; - PuglView* view; - size_t numRects; - Rect* rects; - Program drawRect; - GLuint vao; - GLuint vbo; - GLuint instanceVbo; - GLuint ibo; - GLint u_projection; - unsigned framesDrawn; - int quit; -} PuglTestApp; - -static void -onConfigure(PuglView* view, double width, double height) -{ - (void)view; - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glViewport(0, 0, (int)width, (int)height); -} - -static void -onExpose(PuglView* view) -{ - PuglTestApp* app = (PuglTestApp*)puglGetHandle(view); - const PuglRect frame = puglGetFrame(view); - const double time = puglGetTime(puglGetWorld(view)); - - // Construct projection matrix for 2D window surface (in pixels) - mat4 proj; - mat4Ortho(proj, - 0.0f, - (float)frame.width, - 0.0f, - (float)frame.height, - -1.0f, - 1.0f); - - // Clear and bind everything that is the same for every rect - glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(app->drawRect.program); - glBindVertexArray(app->vao); - - // Set projection matrix uniform - glUniformMatrix4fv(app->u_projection, 1, GL_FALSE, (const GLfloat*)&proj); - - for (size_t i = 0; i < app->numRects; ++i) { - Rect* rect = &app->rects[i]; - const float normal = i / (float)app->numRects; - const float offset[2] = {normal * 128.0f, normal * 128.0f}; - - // Move rect around in an arbitrary way that looks cool - rect->pos[0] = - (float)(frame.width - rect->size[0] + offset[0]) * - (sinf((float)time * rect->size[0] / 64.0f + normal) + 1.0f) / - 2.0f; - rect->pos[1] = - (float)(frame.height - rect->size[1] + offset[1]) * - (cosf((float)time * rect->size[1] / 64.0f + normal) + 1.0f) / - 2.0f; - } - - glBufferSubData(GL_ARRAY_BUFFER, - 0, - (GLsizeiptr)(app->numRects * sizeof(Rect)), - app->rects); - - glDrawElementsInstanced(GL_TRIANGLE_STRIP, - 4, - GL_UNSIGNED_INT, - NULL, - (GLsizei)(app->numRects * 4)); - - ++app->framesDrawn; -} - -static PuglStatus -onEvent(PuglView* view, const PuglEvent* event) -{ - PuglTestApp* app = (PuglTestApp*)puglGetHandle(view); - - printEvent(event, "Event: ", app->opts.verbose); - - switch (event->type) { - case PUGL_CONFIGURE: - onConfigure(view, event->configure.width, event->configure.height); - break; - case PUGL_EXPOSE: onExpose(view); break; - case PUGL_CLOSE: app->quit = 1; break; - case PUGL_KEY_PRESS: - if (event->key.key == 'q' || event->key.key == PUGL_KEY_ESCAPE) { - app->quit = 1; - } - break; - default: break; - } - - return PUGL_SUCCESS; -} - -static Rect* -makeRects(const size_t numRects) -{ - const float minSize = (float)defaultWidth / 64.0f; - const float maxSize = (float)defaultWidth / 6.0f; - const float boxAlpha = 0.2f; - - Rect* rects = (Rect*)calloc(numRects, sizeof(Rect)); - for (size_t i = 0; i < numRects; ++i) { - const float s = (sinf((float)i) / 2.0f + 0.5f); - const float c = (cosf((float)i) / 2.0f + 0.5f); - - rects[i].size[0] = minSize + s * maxSize; - rects[i].size[1] = minSize + c * maxSize; - rects[i].fillColor[1] = s / 2.0f + 0.25f; - rects[i].fillColor[2] = c / 2.0f + 0.25f; - rects[i].fillColor[3] = boxAlpha; - } - - return rects; -} - -static char* -loadShader(const char* const path) -{ - FILE* const file = fopen(path, "r"); - if (!file) { - logError("Failed to open '%s'\n", path); - return NULL; - } - - fseek(file, 0, SEEK_END); - const size_t fileSize = (size_t)ftell(file); - - fseek(file, 0, SEEK_SET); - char* source = (char*)calloc(1, fileSize + 1u); - - fread(source, 1, fileSize, file); - fclose(file); - - return source; -} - -int -main(int argc, char** argv) -{ - PuglTestApp app; - memset(&app, 0, sizeof(app)); - - const PuglRect frame = {0, 0, defaultWidth, defaultHeight}; - - // Parse command line options - app.numRects = 1024; - app.opts = puglParseTestOptions(&argc, &argv); - if (app.opts.help) { - puglPrintTestUsage("pugl_gl3_test", "[NUM_RECTS]"); - return 1; - } - - // Parse number of rectangles argument, if given - if (argc == 1) { - char* endptr = NULL; - app.numRects = (size_t)strtol(argv[0], &endptr, 10); - if (endptr != argv[0] + strlen(argv[0])) { - puglPrintTestUsage("pugl_gl3_test", "[NUM_RECTS]"); - return 1; - } - } - - // Create world, view, and rect data - app.world = puglNewWorld(); - app.view = puglNewView(app.world); - app.rects = makeRects(app.numRects); - - // Set up world and view - puglSetClassName(app.world, "PuglGL3Test"); - puglSetFrame(app.view, frame); - puglSetMinSize(app.view, defaultWidth / 4, defaultHeight / 4); - puglSetAspectRatio(app.view, 1, 1, 16, 9); - puglSetBackend(app.view, puglGlBackend()); - puglSetViewHint(app.view, PUGL_USE_COMPAT_PROFILE, PUGL_FALSE); - puglSetViewHint(app.view, PUGL_USE_DEBUG_CONTEXT, app.opts.errorChecking); - puglSetViewHint(app.view, PUGL_CONTEXT_VERSION_MAJOR, 3); - puglSetViewHint(app.view, PUGL_CONTEXT_VERSION_MINOR, 3); - puglSetViewHint(app.view, PUGL_RESIZABLE, app.opts.resizable); - puglSetViewHint(app.view, PUGL_SAMPLES, app.opts.samples); - puglSetViewHint(app.view, PUGL_DOUBLE_BUFFER, app.opts.doubleBuffer); - puglSetViewHint(app.view, PUGL_SWAP_INTERVAL, app.opts.doubleBuffer); - puglSetViewHint(app.view, PUGL_IGNORE_KEY_REPEAT, PUGL_TRUE); - puglSetHandle(app.view, &app); - puglSetEventFunc(app.view, onEvent); - - const PuglStatus st = puglCreateWindow(app.view, "Pugl OpenGL 3"); - if (st) { - return logError("Failed to create window (%s)\n", puglStrerror(st)); - } - - // Enter context to set up GL stuff - puglEnterContext(app.view, false); - - // Load GL functions via GLAD - if (!gladLoadGLLoader((GLADloadproc)&puglGetProcAddress)) { - logError("Failed to load GL\n"); - puglFreeView(app.view); - puglFreeWorld(app.world); - return 1; - } - - // Load shader sources - char* const vertexSource = loadShader("shaders/rect.vert"); - char* const fragmentSource = loadShader("shaders/rect.frag"); - if (!vertexSource || !fragmentSource) { - logError("Failed to load shader sources\n"); - puglFreeView(app.view); - puglFreeWorld(app.world); - return 1; - } - - // Compile rectangle shaders and program - app.drawRect = compileProgram(vertexSource, fragmentSource); - free(fragmentSource); - free(vertexSource); - if (!app.drawRect.program) { - puglFreeView(app.view); - puglFreeWorld(app.world); - return 1; - } - - // Get location of rectangle shader uniforms - app.u_projection = - glGetUniformLocation(app.drawRect.program, "u_projection"); - - // Generate/bind a VAO to track state - glGenVertexArrays(1, &app.vao); - glBindVertexArray(app.vao); - - // Generate/bind a VBO to store vertex position data - glGenBuffers(1, &app.vbo); - glBindBuffer(GL_ARRAY_BUFFER, app.vbo); - glBufferData(GL_ARRAY_BUFFER, - sizeof(rectVertices), - rectVertices, - GL_STATIC_DRAW); - - // Attribute 0 is position, 2 floats from the VBO - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL); - - // Generate/bind a VBO to store instance attribute data - glGenBuffers(1, &app.instanceVbo); - glBindBuffer(GL_ARRAY_BUFFER, app.instanceVbo); - glBufferData(GL_ARRAY_BUFFER, - (GLsizeiptr)(app.numRects * sizeof(Rect)), - app.rects, - GL_STREAM_DRAW); - - // Attribute 1 is Rect::position - glEnableVertexAttribArray(1); - glVertexAttribDivisor(1, 4); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Rect), NULL); - - // Attribute 2 is Rect::size - glEnableVertexAttribArray(2); - glVertexAttribDivisor(2, 4); - glVertexAttribPointer(2, - 2, - GL_FLOAT, - GL_FALSE, - sizeof(Rect), - (const void*)offsetof(Rect, size)); - - // Attribute 3 is Rect::fillColor - glEnableVertexAttribArray(3); - glVertexAttribDivisor(3, 4); - glVertexAttribPointer(3, - 4, - GL_FLOAT, - GL_FALSE, - sizeof(Rect), - (const void*)offsetof(Rect, fillColor)); - - // Set up the IBO to index into the VBO - glGenBuffers(1, &app.ibo); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, app.ibo); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, - sizeof(rectIndices), - rectIndices, - GL_STATIC_DRAW); - - // Finally ready to go, leave GL context and show the window - puglLeaveContext(app.view, false); - puglShowWindow(app.view); - - // Grind away, drawing continuously - PuglFpsPrinter fpsPrinter = {puglGetTime(app.world)}; - while (!app.quit) { - puglPostRedisplay(app.view); - puglDispatchEvents(app.world); - puglPrintFps(app.world, &fpsPrinter, &app.framesDrawn); - } - - // Delete GL stuff - puglEnterContext(app.view, false); - glDeleteBuffers(1, &app.ibo); - glDeleteBuffers(1, &app.vbo); - glDeleteBuffers(1, &app.instanceVbo); - glDeleteVertexArrays(1, &app.vao); - deleteProgram(app.drawRect); - puglLeaveContext(app.view, false); - - // Tear down view and world - puglFreeView(app.view); - puglFreeWorld(app.world); - return 0; -} -- cgit v1.2.1