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pugl_shader_demo.c
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// Copyright 2012-2023 David Robillard <d@drobilla.net>
// SPDX-License-Identifier: ISC
/*
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.
*/
#define PUGL_NO_INCLUDE_GL_H
#include "demo_utils.h"
#include "file_utils.h"
#include "rects.h"
#include "shader_utils.h"
#include "glad/glad.h"
#include <puglutil/test_utils.h>
#include <pugl/gl.h>
#include <pugl/pugl.h>
#include <math.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef __APPLE__
# define SHADER_DIR "../"
#else
# define SHADER_DIR "shaders/"
#endif
static const PuglSpan defaultSpan = 512;
static const uintptr_t resizeTimerId = 1U;
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;
double mouseX;
double mouseY;
unsigned framesDrawn;
int quit;
} PuglTestApp;
static PuglStatus
setupGl(PuglTestApp* app);
static void
teardownGl(PuglTestApp* app);
static void
onConfigure(PuglView* view, PuglSpan width, PuglSpan 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 PuglArea size = puglGetSizeHint(view, PUGL_CURRENT_SIZE);
const float width = (float)size.width;
const float height = (float)size.height;
const double time = puglGetTime(puglGetWorld(view));
// Construct projection matrix for 2D window surface (in pixels)
mat4 proj;
mat4Ortho(
proj, 0.0f, (float)size.width, 0.0f, (float)size.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);
// Update horizontal mouse cursor line (last rect)
Rect* const mouseH = &app->rects[app->numRects];
mouseH->pos[0] = (float)(app->mouseX - 8.0);
mouseH->pos[1] = (float)(size.height - app->mouseY - 1.0);
mouseH->size[0] = 16.0f;
mouseH->size[1] = 2.0f;
mouseH->fillColor[0] = 1.0f;
mouseH->fillColor[1] = 1.0f;
mouseH->fillColor[2] = 1.0f;
mouseH->fillColor[3] = 0.5f;
// Update vertical mouse cursor line (second last rect)
Rect* const mouseV = &app->rects[app->numRects + 1];
mouseV->pos[0] = (float)(app->mouseX - 2.0);
mouseV->pos[1] = (float)(size.height - app->mouseY - 8.0);
mouseV->size[0] = 2.0f;
mouseV->size[1] = 16.0f;
mouseV->fillColor[0] = 1.0f;
mouseV->fillColor[1] = 1.0f;
mouseV->fillColor[2] = 1.0f;
mouseV->fillColor[3] = 0.5f;
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 + 2) * sizeof(Rect)),
app->rects);
glDrawElementsInstanced(GL_TRIANGLE_STRIP,
4,
GL_UNSIGNED_INT,
NULL,
(GLsizei)((app->numRects + 2) * 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_REALIZE:
setupGl(app);
break;
case PUGL_UNREALIZE:
teardownGl(app);
break;
case PUGL_CONFIGURE:
onConfigure(view, event->configure.width, event->configure.height);
break;
case PUGL_UPDATE:
puglObscureView(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_MOTION:
app->mouseX = event->motion.x;
app->mouseY = event->motion.y;
break;
case PUGL_TIMER:
if (event->timer.id == resizeTimerId) {
puglObscureView(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, defaultSpan);
}
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, "rb");
if (!file) {
logError("Failed to open '%s'\n", path);
return NULL;
}
free(path);
fseek(file, 0, SEEK_END);
const long filePos = ftell(file);
if (filePos <= 0) {
fclose(file);
return NULL;
}
fseek(file, 0, SEEK_SET);
const size_t fileSize = (size_t)filePos;
char* source = (char*)calloc(1, fileSize + 1U);
if (fread(source, 1, fileSize, file) != fileSize) {
free(source);
source = NULL;
}
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;
}
}
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 + 2);
// Set up world and view
puglSetWorldString(app->world, PUGL_CLASS_NAME, "PuglShaderDemo");
puglSetViewString(app->view, PUGL_WINDOW_TITLE, "Pugl OpenGL Shader Demo");
puglSetSizeHint(app->view, PUGL_DEFAULT_SIZE, defaultSpan, defaultSpan);
puglSetSizeHint(app->view, PUGL_MIN_SIZE, 128, 128);
puglSetSizeHint(app->view, PUGL_MAX_SIZE, 2048, 2048);
puglSetSizeHint(app->view, PUGL_MIN_ASPECT, 1, 1);
puglSetSizeHint(app->view, PUGL_MAX_ASPECT, 16, 9);
puglSetBackend(app->view, puglGlBackend());
puglSetViewHint(app->view, PUGL_CONTEXT_API, app->opts.glApi);
puglSetViewHint(
app->view, PUGL_CONTEXT_VERSION_MAJOR, app->opts.glMajorVersion);
puglSetViewHint(
app->view, PUGL_CONTEXT_VERSION_MINOR, app->opts.glMinorVersion);
puglSetViewHint(app->view, PUGL_CONTEXT_PROFILE, PUGL_OPENGL_CORE_PROFILE);
puglSetViewHint(app->view, PUGL_CONTEXT_DEBUG, app->opts.errorChecking);
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);
puglSetViewHint(app->view, PUGL_DARK_FRAME, PUGL_TRUE);
puglSetHandle(app->view, app);
puglSetEventFunc(app->view, onEvent);
}
static PuglStatus
setupGl(PuglTestApp* app)
{
// Load GL and determine the shader header to load
const char* headerFile = NULL;
if (app->opts.glApi == PUGL_OPENGL_API) {
if (!gladLoadGLLoader((GLADloadproc)&puglGetProcAddress)) {
logError("Failed to load OpenGL\n");
return PUGL_FAILURE;
}
headerFile =
(app->opts.glMajorVersion == 3 && app->opts.glMinorVersion == 3)
? (SHADER_DIR "header_330.glsl")
: (app->opts.glMajorVersion == 4 && app->opts.glMinorVersion == 2)
? (SHADER_DIR "header_420.glsl")
: NULL;
} else if (app->opts.glApi == PUGL_OPENGL_ES_API) {
if (!gladLoadGLES2Loader((GLADloadproc)&puglGetProcAddress)) {
logError("Failed to load OpenGL ES\n");
return PUGL_FAILURE;
}
headerFile =
(app->opts.glMajorVersion == 3 && app->opts.glMinorVersion == 2)
? (SHADER_DIR "header_320_es.glsl")
: NULL;
} else {
logError("Unsupported API\n");
return PUGL_FAILURE;
}
if (!headerFile) {
logError("Unsupported OpenGL version\n");
return PUGL_FAILURE;
}
// Load shader sources
char* const headerSource = loadShader(app->programPath, headerFile);
char* const vertexSource =
loadShader(app->programPath, SHADER_DIR "rect.vert");
char* const fragmentSource =
loadShader(app->programPath, SHADER_DIR "rect.frag");
// Compile rectangle shaders and program
if (headerSource && vertexSource && fragmentSource) {
app->drawRect = compileProgram(headerSource, vertexSource, fragmentSource);
}
free(fragmentSource);
free(vertexSource);
free(headerSource);
if (!app->drawRect.program) {
logError("Failed to compile shader program\n");
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 + 2) * 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);
}
static double
updateTimeout(const PuglTestApp* const app)
{
if (!puglGetVisible(app->view)) {
return -1.0; // View is invisible (minimized), wait until something happens
}
if (!app->opts.sync) {
return 0.0; // VSync explicitly disabled, run as fast as possible
}
/* 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 int refreshRate = puglGetViewHint(app->view, PUGL_REFRESH_RATE);
const double now = puglGetTime(app->world);
const double nextFrameEndTime = app->lastFrameEndTime + (1.0 / refreshRate);
const double neededTime = 1.5 * app->lastDrawDuration;
const double nextExposeTime = nextFrameEndTime - neededTime;
const double timeUntilNext = nextExposeTime - now;
return fmax(0.0, (timeUntilNext * 0.9) - 0.001);
}
int
main(int argc, char** argv)
{
PuglTestApp app = {0};
app.programPath = argv[0];
app.opts.glMajorVersion = 3;
app.opts.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);
// Realize window (which will send a PUGL_REALIZE 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, PUGL_SHOW_RAISE);
// Grind away, drawing continuously
const double startTime = puglGetTime(app.world);
PuglFpsPrinter fpsPrinter = {startTime};
while (!app.quit) {
puglUpdate(app.world, updateTimeout(&app));
puglPrintFps(app.world, &fpsPrinter, &app.framesDrawn);
}
// Destroy window (which will send a PUGL_UNREALIZE event)
puglFreeView(app.view);
// Free everything else
puglFreeWorld(app.world);
free(app.rects);
return 0;
}