/* Copyright 2012-2020 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. */ /* 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 "file_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 #include #include #include #include #include static const int defaultWidth = 512; static const int defaultHeight = 512; static const uintptr_t resizeTimerId = 1u; typedef struct { mat4 projection; } RectUniforms; typedef struct { const char* programPath; PuglWorld* world; PuglView* view; PuglTestOptions opts; size_t numRects; Rect* rects; Program drawRect; GLuint vao; GLuint vbo; GLuint instanceVbo; GLuint ibo; double lastDrawDuration; double lastFrameEndTime; 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; app->lastFrameEndTime = puglGetTime(puglGetWorld(view)); app->lastDrawDuration = app->lastFrameEndTime - time; } 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_LOOP_ENTER: puglStartTimer(view, resizeTimerId, 1.0 / (double)puglGetViewHint(view, PUGL_REFRESH_RATE)); break; case PUGL_LOOP_LEAVE: puglStopTimer(view, resizeTimerId); break; case PUGL_KEY_PRESS: if (event->key.key == 'q' || event->key.key == PUGL_KEY_ESCAPE) { app->quit = 1; } break; case PUGL_TIMER: if (event->timer.id == resizeTimerId) { puglPostRedisplay(view); } 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 programPath, const char* const name) { char* const path = resourcePath(programPath, name); fprintf(stderr, "Loading shader %s\n", path); FILE* const file = fopen(path, "r"); if (!file) { logError("Failed to open '%s'\n", path); return NULL; } free(path); 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; } 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) { // 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"); puglSetDefaultSize(app->view, defaultWidth, defaultHeight); 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(app->programPath, headerFile); char* const vertexSource = loadShader(app->programPath, "shaders/rect.vert"); char* const fragmentSource = loadShader(app->programPath, "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 = 0; 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.programPath = argv[0]; app.glMajorVersion = 3; app.glMinorVersion = 3; // 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); // 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 printViewHints(app.view); puglShow(app.view); // Calculate ideal frame duration to drive the main loop at a good rate const int refreshRate = puglGetViewHint(app.view, PUGL_REFRESH_RATE); const double frameDuration = 1.0 / (double)refreshRate; // Grind away, drawing continuously const double startTime = puglGetTime(app.world); PuglFpsPrinter fpsPrinter = {startTime}; while (!app.quit) { /* To minimize input latency and get smooth performance during window resizing, we want to poll for events as long as possible before starting to draw the next frame. This ensures that as many events are consumed as possible before starting to draw, or, equivalently, that the next rendered frame represents the latest events possible. This is particularly important for mouse input and "live" window resizing, where many events tend to pile up within a frame. To do this, we keep track of the time when the last frame was finished drawing, and how long it took to expose (and assume this is relatively stable). Then, we can calculate how much time there is from now until the time when we should start drawing to not miss the deadline, and use that as the timeout for puglUpdate(). */ const double now = puglGetTime(app.world); const double nextFrameEndTime = app.lastFrameEndTime + frameDuration; const double nextExposeTime = nextFrameEndTime - app.lastDrawDuration; const double timeUntilNext = nextExposeTime - now; const double timeout = app.opts.sync ? timeUntilNext : 0.0; puglUpdate(app.world, fmax(0.0, timeout)); 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; }