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/*
Copyright 2012-2019 David Robillard <http://drobilla.net>
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_demo.c An example of drawing with OpenGL 3.
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.
*/
#include "demo_utils.h"
#include "shader_utils.h"
#include "test/test_utils.h"
#include "glad/glad.h"
#include "pugl/gl.h"
#include "pugl/pugl.h"
#include "pugl/pugl_gl.h"
#include <math.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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 PuglStatus
setupGl(PuglTestApp* app);
static void
teardownGl(PuglTestApp* app);
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_CREATE:
setupGl(app);
break;
case PUGL_DESTROY:
teardownGl(app);
break;
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;
}
static int
parseOptions(PuglTestApp* app, int argc, char** argv)
{
// Parse command line options
app->numRects = 1024;
app->opts = puglParseTestOptions(&argc, &argv);
if (app->opts.help) {
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])) {
return 1;
}
}
return 0;
}
static void
setupPugl(PuglTestApp* app, const PuglRect frame)
{
// 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, "PuglGL3Demo");
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.sync);
puglSetViewHint(app->view, PUGL_IGNORE_KEY_REPEAT, PUGL_TRUE);
puglSetHandle(app->view, app);
puglSetEventFunc(app->view, onEvent);
}
static PuglStatus
setupGl(PuglTestApp* app)
{
// Load GL functions via GLAD
if (!gladLoadGLLoader((GLADloadproc)&puglGetProcAddress)) {
logError("Failed to load GL\n");
return PUGL_FAILURE;
}
// 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");
return PUGL_FAILURE;
}
// Compile rectangle shaders and program
app->drawRect = compileProgram(vertexSource, fragmentSource);
free(fragmentSource);
free(vertexSource);
if (!app->drawRect.program) {
return PUGL_FAILURE;
}
// 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);
return PUGL_SUCCESS;
}
static void
teardownGl(PuglTestApp* app)
{
glDeleteBuffers(1, &app->ibo);
glDeleteBuffers(1, &app->vbo);
glDeleteBuffers(1, &app->instanceVbo);
glDeleteVertexArrays(1, &app->vao);
deleteProgram(app->drawRect);
}
int
main(int argc, char** argv)
{
PuglTestApp app;
memset(&app, 0, sizeof(app));
const PuglRect frame = {0, 0, defaultWidth, defaultHeight};
// Parse command line options
if (parseOptions(&app, argc, argv)) {
puglPrintTestUsage("pugl_gl3_demo", "[NUM_RECTS]");
return 1;
}
// Create and configure world and view
setupPugl(&app, frame);
// Create window (which will send a PUGL_CREATE event)
const PuglStatus st = puglCreateWindow(app.view, "Pugl OpenGL 3");
if (st) {
return logError("Failed to create window (%s)\n", puglStrerror(st));
}
// Show window
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);
}
// Destroy window (which will send a PUGL_DESTROY event)
puglFreeView(app.view);
// Free everything else
puglFreeWorld(app.world);
free(app.rects);
return 0;
}
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