diff options
author | David Robillard <d@drobilla.net> | 2020-04-04 13:36:47 +0200 |
---|---|---|
committer | David Robillard <d@drobilla.net> | 2020-04-04 13:36:47 +0200 |
commit | 20fd80c8f20d0d6bda660bd9a273e0c4a78cb9ac (patch) | |
tree | f144e9498a0337bef0d20c9004b024e26a9d2b32 /examples/pugl_shader_demo.c | |
parent | 11800b6179458eb962cd1862e4053efd7f28c2f4 (diff) | |
download | pugl-20fd80c8f20d0d6bda660bd9a273e0c4a78cb9ac.tar.gz pugl-20fd80c8f20d0d6bda660bd9a273e0c4a78cb9ac.tar.bz2 pugl-20fd80c8f20d0d6bda660bd9a273e0c4a78cb9ac.zip |
Shader Demo: Support both GL 3 and 4
Diffstat (limited to 'examples/pugl_shader_demo.c')
-rw-r--r-- | examples/pugl_shader_demo.c | 426 |
1 files changed, 426 insertions, 0 deletions
diff --git a/examples/pugl_shader_demo.c b/examples/pugl_shader_demo.c new file mode 100644 index 0000000..ac5fe84 --- /dev/null +++ b/examples/pugl_shader_demo.c @@ -0,0 +1,426 @@ +/* + Copyright 2012-2020 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_shader_demo.c An example of drawing with OpenGL 3/4. + + 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. +*/ + +#include "demo_utils.h" +#include "rects.h" +#include "shader_utils.h" +#include "test/test_utils.h" + +#include "glad/glad.h" + +#include "pugl/gl.h" +#include "pugl/pugl.h" +#include "pugl/pugl_gl.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 +{ + mat4 projection; +} RectUniforms; + +typedef struct +{ + PuglTestOptions opts; + PuglWorld* world; + PuglView* view; + size_t numRects; + Rect* rects; + Program drawRect; + GLuint vao; + GLuint vbo; + GLuint instanceVbo; + GLuint ibo; + unsigned framesDrawn; + int glMajorVersion; + int glMinorVersion; + int quit; +} PuglTestApp; + +static PuglStatus +setupGl(PuglTestApp* app); + +static void +teardownGl(PuglTestApp* app); + +static void +onConfigure(PuglView* view, double width, double height) +{ + (void)view; + + glEnable(GL_BLEND); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO); + glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); + 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 float width = (float)frame.width; + const float height = (float)frame.height; + 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); + + for (size_t i = 0; i < app->numRects; ++i) { + moveRect(&app->rects[i], i, app->numRects, width, height, time); + } + + glBufferData(GL_UNIFORM_BUFFER, sizeof(proj), &proj, GL_STREAM_DRAW); + + 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_CREATE: + setupGl(app); + break; + case PUGL_DESTROY: + teardownGl(app); + break; + case PUGL_CONFIGURE: + onConfigure(view, event->configure.width, event->configure.height); + break; + case PUGL_UPDATE: + puglPostRedisplay(view); + 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) +{ + Rect* rects = (Rect*)calloc(numRects, sizeof(Rect)); + for (size_t i = 0; i < numRects; ++i) { + rects[i] = makeRect(i, (float)defaultWidth); + } + + 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; +} + +static int +parseOptions(PuglTestApp* app, int argc, char** argv) +{ + char* endptr = NULL; + + // Parse command line options + app->numRects = 1024; + app->opts = puglParseTestOptions(&argc, &argv); + if (app->opts.help) { + return 1; + } + + // Parse number of rectangles argument, if given + if (argc >= 1) { + app->numRects = (size_t)strtol(argv[0], &endptr, 10); + if (endptr != argv[0] + strlen(argv[0])) { + logError("Invalid number of rectangles: %s\n", argv[0]); + return 1; + } + } + + // Parse OpenGL major version argument, if given + if (argc >= 2) { + app->glMajorVersion = (int)strtol(argv[1], &endptr, 10); + if (endptr != argv[1] + strlen(argv[1])) { + logError("Invalid GL major version: %s\n", argv[1]); + return 1; + } else if (app->glMajorVersion == 4) { + app->glMinorVersion = 2; + } else if (app->glMajorVersion != 3) { + logError("Unsupported GL major version %d\n", app->glMajorVersion); + return 1; + } + } + + return 0; +} + +static void +setupPugl(PuglTestApp* app, const PuglRect frame) +{ + // Create world, view, and rect data + app->world = puglNewWorld(PUGL_PROGRAM, 0); + app->view = puglNewView(app->world); + app->rects = makeRects(app->numRects); + + // Set up world and view + puglSetClassName(app->world, "PuglGL3Demo"); + puglSetWindowTitle(app->view, "Pugl OpenGL 3"); + 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, app->glMajorVersion); + puglSetViewHint(app->view, PUGL_CONTEXT_VERSION_MINOR, app->glMinorVersion); + 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.sync); + puglSetViewHint(app->view, PUGL_IGNORE_KEY_REPEAT, PUGL_TRUE); + puglSetHandle(app->view, app); + puglSetEventFunc(app->view, onEvent); +} + +static PuglStatus +setupGl(PuglTestApp* app) +{ + // Load GL functions via GLAD + if (!gladLoadGLLoader((GLADloadproc)&puglGetProcAddress)) { + logError("Failed to load GL\n"); + return PUGL_FAILURE; + } + + const char* const headerFile = (app->glMajorVersion == 3 + ? "shaders/header_330.glsl" + : "shaders/header_420.glsl"); + + // Load shader sources + char* const headerSource = loadShader(headerFile); + char* const vertexSource = loadShader("shaders/rect.vert"); + char* const fragmentSource = loadShader("shaders/rect.frag"); + if (!vertexSource || !fragmentSource) { + logError("Failed to load shader sources\n"); + return PUGL_FAILURE; + } + + // Compile rectangle shaders and program + app->drawRect = compileProgram(headerSource, vertexSource, fragmentSource); + free(fragmentSource); + free(vertexSource); + free(headerSource); + if (!app->drawRect.program) { + return PUGL_FAILURE; + } + + // Get location of rectangle shader uniform block + const GLuint globalsIndex = glGetUniformBlockIndex(app->drawRect.program, + "UniformBufferObject"); + + // Generate/bind a uniform buffer for setting rectangle properties + GLuint uboHandle; + glGenBuffers(1, &uboHandle); + glBindBuffer(GL_UNIFORM_BUFFER, uboHandle); + glBindBufferBase(GL_UNIFORM_BUFFER, globalsIndex, uboHandle); + + // 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); + + return PUGL_SUCCESS; +} + +static void +teardownGl(PuglTestApp* app) +{ + glDeleteBuffers(1, &app->ibo); + glDeleteBuffers(1, &app->vbo); + glDeleteBuffers(1, &app->instanceVbo); + glDeleteVertexArrays(1, &app->vao); + deleteProgram(app->drawRect); +} + +int +main(int argc, char** argv) +{ + PuglTestApp app = {0}; + + app.glMajorVersion = 3; + app.glMinorVersion = 3; + + const PuglRect frame = {0, 0, defaultWidth, defaultHeight}; + + // Parse command line options + if (parseOptions(&app, argc, argv)) { + puglPrintTestUsage("pugl_shader_demo", "[NUM_RECTS] [GL_MAJOR]"); + return 1; + } + + // Create and configure world and view + setupPugl(&app, frame); + + // Create window (which will send a PUGL_CREATE event) + const PuglStatus st = puglRealize(app.view); + if (st) { + return logError("Failed to create window (%s)\n", puglStrerror(st)); + } + + // Show window + puglShowWindow(app.view); + + // Grind away, drawing continuously + PuglFpsPrinter fpsPrinter = {puglGetTime(app.world)}; + while (!app.quit) { + puglUpdate(app.world, 0.0); + puglPrintFps(app.world, &fpsPrinter, &app.framesDrawn); + } + + // Destroy window (which will send a PUGL_DESTROY event) + puglFreeView(app.view); + + // Free everything else + puglFreeWorld(app.world); + free(app.rects); + + return 0; +} |