[Feat] (MG_Test/Backend/DirectVulkan): test vao vbo ibo?

This commit is contained in:
2026-02-18 07:49:29 +08:00
parent 2104d9865d
commit 25a5fe0757
@@ -10,7 +10,7 @@
#include <vector>
#include <cassert>
#include <string>
#include <chrono>
#include <algorithm>
#include <cmath>
#include <vulkan/vulkan.h>
@@ -39,6 +39,8 @@
#include <objc/runtime.h>
#endif
#include <Includes.h>
namespace MobileGL {
void MG_Initialize();
}
@@ -148,72 +150,55 @@ int main() {
std::cout << "Offscreen FBO status = 0x" << std::hex << offscreenFboStatus << std::dec << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
static constexpr GLint kWindowWidth = 800;
static constexpr GLint kWindowHeight = 600;
glViewport(0, 0, kWindowWidth, kWindowHeight);
static constexpr int kMaxSegments = 192;
static constexpr float kPi = 3.14159265358979323846f;
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
static constexpr GLfloat kQuadPositions[] = {
// triangle 1
-0.6f, -0.6f,
0.6f, -0.6f,
0.6f, 0.6f,
// triangle 2
0.6f, 0.6f,
-0.6f, 0.6f,
-0.6f, -0.6f
};
static constexpr GLfloat kQuadColors[] = {
// triangle 1: RGB
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
// triangle 2: RGB
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
GLuint positionVbo = 0;
glGenBuffers(1, &positionVbo);
glBindBuffer(GL_ARRAY_BUFFER, positionVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadPositions), kQuadPositions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(2 * sizeof(GLfloat)), nullptr);
GLuint shapeVbo = 0;
glGenBuffers(1, &shapeVbo);
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo);
glBufferData(
GL_ARRAY_BUFFER,
static_cast<GLsizeiptr>((kMaxSegments + 1) * 5 * sizeof(GLfloat)),
nullptr,
GL_DYNAMIC_DRAW
);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)), nullptr);
glEnableVertexAttribArray(0);
GLuint colorVbo = 0;
glGenBuffers(1, &colorVbo);
glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadColors), kQuadColors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(3 * sizeof(GLfloat)), nullptr);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)),
reinterpret_cast<void*>(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
static constexpr GLushort kQuadIndices[] = {0, 1, 2, 3, 4, 5};
GLuint ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kQuadIndices), kQuadIndices, GL_STATIC_DRAW);
GLuint shapeIbo = 0;
glGenBuffers(1, &shapeIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shapeIbo);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
static_cast<GLsizeiptr>(kMaxSegments * 3 * sizeof(GLushort)),
nullptr,
GL_DYNAMIC_DRAW
);
static constexpr const char* kVertexShaderSource = R"(#version 330 core
static constexpr const char* kVertexShaderSource = R"(#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
uniform float iTime;
void main() {
float wobble = 0.05 * sin(iTime);
gl_Position = vec4(aPos.x, aPos.y + wobble, 0.0, 1.0);
gl_Position = vec4(aPos, 0.0, 1.0);
vColor = aColor;
})";
static constexpr const char* kFragmentShaderSource = R"(#version 330 core
in vec3 vColor;
layout(location = 0) out vec4 outColor;
layout(std140, binding = 1) uniform ColorBlock {
vec3 uColor;
};
uniform float iTime;
void main() {
float pulse = 0.5 + 0.5 * sin(iTime * 1.7);
outColor = vec4(vColor * uColor * pulse, 1.0);
outColor = vec4(vColor, 1.0);
})";
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
@@ -241,31 +226,17 @@ void main() {
glDeleteShader(vs);
glDeleteShader(fs);
const GLint iTimeLocation = glGetUniformLocation(program, "iTime");
if (iTimeLocation < 0) {
std::cerr << "Failed to get uniform location for iTime" << std::endl;
return 1;
}
const GLuint colorBlockIndex = glGetUniformBlockIndex(program, "ColorBlock");
if (colorBlockIndex == GL_INVALID_INDEX) {
std::cerr << "Failed to get uniform block index for ColorBlock" << std::endl;
return 1;
}
glUniformBlockBinding(program, colorBlockIndex, 1);
GLuint colorUbo = 0;
glGenBuffers(1, &colorUbo);
glBindBuffer(GL_UNIFORM_BUFFER, colorUbo);
alignas(16) GLfloat uboColorData[4] = {1.0f, 0.6f, 0.2f, 0.0f};
glBufferData(GL_UNIFORM_BUFFER, sizeof(uboColorData), uboColorData, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, colorUbo);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
std::vector<GLfloat> dynamicVertices(static_cast<size_t>((kMaxSegments + 1) * 5));
std::vector<GLushort> dynamicIndices(static_cast<size_t>(kMaxSegments * 3));
int i = 0;
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
GLint framebufferWidth = kWindowWidth;
GLint framebufferHeight = kWindowHeight;
glfwGetFramebufferSize(window, &framebufferWidth, &framebufferHeight);
glViewport(0, 0, framebufferWidth, framebufferHeight);
const bool useOffscreenPath = ((i / 100) % 2) == 0;
if (useOffscreenPath) {
glBindFramebuffer(GL_FRAMEBUFFER, offscreenFbo);
@@ -274,17 +245,55 @@ void main() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, offscreenFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 256, 256, 0, 0, 800, 600, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, 256, 256, 0, 0, framebufferWidth, framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else {
const int segmentCount = std::min(kMaxSegments, 3 + (i / 100));
const float radius = 0.75f;
const float rotation = static_cast<float>(i) * 0.01f;
const size_t vertexFloatCount = static_cast<size_t>((segmentCount + 1) * 5);
const size_t indexCount = static_cast<size_t>(segmentCount * 3);
dynamicVertices[0] = 0.0f;
dynamicVertices[1] = 0.0f;
dynamicVertices[2] = 0.95f;
dynamicVertices[3] = 0.95f;
dynamicVertices[4] = 0.95f;
for (int v = 0; v < segmentCount; ++v) {
const float theta = rotation + (2.0f * kPi * static_cast<float>(v) / static_cast<float>(segmentCount));
const float x = radius * std::cos(theta);
const float y = radius * std::sin(theta);
const size_t base = static_cast<size_t>((v + 1) * 5);
dynamicVertices[base + 0] = x;
dynamicVertices[base + 1] = y;
dynamicVertices[base + 2] = 0.5f + 0.5f * std::cos(theta);
dynamicVertices[base + 3] = 0.5f + 0.5f * std::sin(theta);
dynamicVertices[base + 4] = 0.9f;
const size_t ib = static_cast<size_t>(v * 3);
dynamicIndices[ib + 0] = 0;
dynamicIndices[ib + 1] = static_cast<GLushort>(v + 1);
dynamicIndices[ib + 2] = static_cast<GLushort>((v + 1) % segmentCount + 1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClearColor(0.05f, 0.08f, 0.12f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(vertexFloatCount * sizeof(GLfloat)), dynamicVertices.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shapeIbo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(indexCount * sizeof(GLushort)), dynamicIndices.data());
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount), GL_UNSIGNED_SHORT, nullptr);
}
if (i % 100 == 0) {
std::cout << "frame=" << i
<< " path=" << (useOffscreenPath ? "offscreen-clear+blit" : "default-clear")
<< " path=" << (useOffscreenPath ? "offscreen-clear+blit" : "dynamic-vbo-vao-ibo-archimedes")
<< std::endl;
}
eglSwapBuffers(display, surface);
@@ -292,10 +301,8 @@ void main() {
}
glDeleteProgram(program);
glDeleteBuffers(1, &colorUbo);
glDeleteBuffers(1, &positionVbo);
glDeleteBuffers(1, &colorVbo);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &shapeVbo);
glDeleteBuffers(1, &shapeIbo);
glDeleteVertexArrays(1, &vao);
glDeleteFramebuffers(1, &offscreenFbo);
glDeleteTextures(1, &offscreenTex);