1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
|
/*
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, 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 "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 <math.h>
#include <stdbool.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 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,
app->numRects * sizeof(Rect),
app->rects);
glDrawElementsInstanced(
GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, NULL, 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(i) / 2.0f + 0.5f);
const float c = (cosf(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 long fileSize = ftell(file);
fseek(file, 0, SEEK_SET);
char* source = (char*)calloc(1, fileSize + 1);
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,
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;
}
|