/* 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 "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; }