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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_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, with one draw call per
   rectangle (the shader draws the borders).  Rectangle attributes are
   controlled via uniform variables.  This is certainly not the fastest way to
   do this: it is probably CPU and/or I/O bound, but serves as a decent very
   rough benchmark for how many draw calls you can get away with.

   A better (if slightly more GPU memory intensive) way to do this would be to
   put everything in vertex attributes, jam all the rectangle data into a
   single buffer, and draw the whole thing with a single draw call.  That way
   would probably be GPU bound instead, and show a difference between alpha
   blending and depth testing for many overlapped rectangles.
*/

#define GL_SILENCE_DEPRECATION 1

#include "shader_utils.h"
#include "test_utils.h"

#include "glad/glad.h"

#include "pugl/gl.h"
#include "pugl/pugl.h"
#include "pugl/pugl_gl_backend.h"

#include <math.h>
#include <stdbool.h>
#include <stdint.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];
	float borderColor[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};

/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
   to the fragment shader for drawing the border. */
static const char* vertexSource = //
        "#version 330\n"
        "uniform mat4 MVP;\n"
        "uniform vec2 u_size;\n"
        "in vec2 v_position;\n"
        "noperspective out vec2 f_uv;\n"
        "void main() {\n"
        "    f_uv = v_position * u_size;\n"
        "    gl_Position = MVP * vec4(v_position, 0.0, 1.0);\n"
        "}\n";

/* The fragment shader uses the UV coordinates to calculate whether it is in
   the T, R, B, or L border.  These are then mixed with the border color, and
   their inverse is mixed with the fill color, to calculate the fragment color.
   For example, if we are in the top border, then T=1, so the border mix factor
   TRBL=1, and the fill mix factor (1-TRBL) is 0.

   The use of pixel units here is handy because the border width can be
   specified precisely in pixels to draw sharp lines.  The border width is just
   hardcoded, but could be made a uniform or vertex attribute easily enough. */
static const char* fragmentSource = //
        "#version 330\n"
        "uniform vec2 u_size;\n"
        "uniform vec4 u_borderColor;\n"
        "uniform vec4 u_fillColor;\n"
        "noperspective in vec2 f_uv;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "void main() {\n"
        "    const float border_width = 2.0;\n"
        "\n"
        "    float t          = step(border_width, f_uv[1]);\n"
        "    float r          = step(border_width, u_size.x - f_uv[0]);\n"
        "    float b          = step(border_width, u_size.y - f_uv[1]);\n"
        "    float l          = step(border_width, f_uv[0]);\n"
        "    float fill_mix   = t * r * b * l;\n"
        "    float border_mix = 1.0 - fill_mix;\n"
        "    vec4  fill       = fill_mix * u_fillColor;\n"
        "    vec4  border     = border_mix * u_borderColor;\n"
        "    FragColor        = fill + border;\n"
        "}\n";

typedef struct
{
	PuglTestOptions opts;
	PuglWorld*      world;
	PuglView*       view;
	size_t          numRects;
	Rect*           rects;
	Program         drawRect;
	GLuint          vao;
	GLuint          vbo;
	GLuint          ibo;
	GLint           u_MVP;
	GLint           u_size;
	GLint           u_fillColor;
	GLint           u_borderColor;
	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
drawRect(const PuglTestApp* app, const Rect* rect, mat4 projection)
{
	/* The vertex data is always the same: a normalized rectangle from (0, 0)
	   to (1, 1).  We use the MVP matrix to scale and translate this to the
	   desired screen coordinates. */

	// Construct model matrix to scale/translate to screen coordinates
	mat4 m;
	mat4Identity(m);
	mat4Translate(m, rect->pos[0], rect->pos[1], 0);
	m[0][0] = rect->size[0];
	m[1][1] = rect->size[1];

	// Combine them into the final MVP matrix and set uniform
	mat4 mvp;
	mat4Mul(mvp, projection, m);
	glUniformMatrix4fv(app->u_MVP, 1, GL_FALSE, (const GLfloat*)&mvp);

	// Set uniforms for the various rectangle attributes
	glUniform2fv(app->u_size, 1, rect->size);
	glUniform4fv(app->u_fillColor, 1, rect->fillColor);
	glUniform4fv(app->u_borderColor, 1, rect->borderColor);

	// Draw
	glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0);
}

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);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, app->ibo);

	for (size_t i = 0; i < app->numRects; ++i) {
		Rect* rect = &app->rects[i];

		// Move rect around in an arbitrary way that looks cool
		rect->pos[0] = (float)(frame.width - rect->size[0]) *
		               (sinf((float)time * rect->size[0] / 100.0f) + 1.0f) /
		               2.0f;
		rect->pos[1] = (float)(frame.height - rect->size[1]) *
		               (cosf((float)time * rect->size[1] / 100.0f) + 1.0f) /
		               2.0f;

		drawRect(app, rect, proj);
	}

	++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 int width, const int height)
{
	const int   minSize  = width / 32;
	const int   maxSize  = width / 4;
	const float boxAlpha = 0.6f;

	Rect* rects = (Rect*)calloc(numRects, sizeof(Rect));
	for (size_t i = 0; i < numRects; ++i) {
		rects[i].pos[0]  = (float)(rand() % width);
		rects[i].pos[1]  = (float)(rand() % height);
		rects[i].size[0] = (float)minSize + rand() % (maxSize - minSize);
		rects[i].size[1] = (float)minSize + rand() % (maxSize - minSize);

		rects[i].fillColor[1] = (rand() % numRects) / ((float)numRects - 0.4f);
		rects[i].fillColor[2] = (rand() % numRects) / ((float)numRects - 0.4f);
		rects[i].fillColor[3] = boxAlpha;

		rects[i].borderColor[1] = rects[i].fillColor[1] + 0.4f;
		rects[i].borderColor[2] = rects[i].fillColor[1] + 0.4f;
		rects[i].borderColor[3] = boxAlpha;
	}

	return rects;
}

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, defaultWidth, defaultHeight);

	// 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_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);

	if (puglCreateWindow(app.view, "Pugl OpenGL 3")) {
		fprintf(stderr, "error: Failed to create window\n");
		return 1;
	}

	// Enter context to set up GL stuff
	puglEnterContext(app.view, false);

	// Load GL functions via GLAD
	if (!gladLoadGLLoader((GLADloadproc)&puglGetProcAddress)) {
		fprintf(stderr, "error: Failed to load GL\n");
		puglFreeView(app.view);
		puglFreeWorld(app.world);
		return 1;
	}

	// Compile rectangle shaders and program
	app.drawRect = compileProgram(vertexSource, fragmentSource);
	if (!app.drawRect.program) {
		puglFreeView(app.view);
		puglFreeWorld(app.world);
		return 1;
	}

	// Get location of rectangle shader uniforms
	app.u_MVP       = glGetUniformLocation(app.drawRect.program, "MVP");
	app.u_size      = glGetUniformLocation(app.drawRect.program, "u_size");
	app.u_fillColor = glGetUniformLocation(app.drawRect.program, "u_fillColor");
	app.u_borderColor =
	        glGetUniformLocation(app.drawRect.program, "u_borderColor");

	// 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);

	// Set up the first/only attribute, position, as 2 floats from the VBO
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);

	// 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);
	glDeleteVertexArrays(1, &app.vao);
	deleteProgram(app.drawRect);
	puglLeaveContext(app.view, false);

	// Tear down view and world
	puglFreeView(app.view);
	puglFreeWorld(app.world);
	return 0;
}