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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.h"
#include <math.h>
#include <stdbool.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] / 64.0f) + 1.0f) /
2.0f;
rect->pos[1] = (float)(frame.height - rect->size[1]) *
(cosf((float)time * rect->size[1] / 64.0f) + 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 float minSize = (float)defaultWidth / 64.0f;
const float maxSize = (float)defaultWidth / 6.0f;
const float boxAlpha = 0.25f;
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;
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);
// 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;
}
// 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;
}
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