/* 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, 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 #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]; 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); const PuglStatus st = puglCreateWindow(app.view, "Pugl OpenGL 3"); if (st) { fprintf(stderr, "error: Failed to create window (%s)\n", puglStrerror(st)); 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; }