Merge pull request #1400 from wolfpld/slomp/gl-example

adding OpenGL example (spinning triangle)
This commit is contained in:
Bartosz Taudul
2026-06-14 21:39:54 +02:00
committed by GitHub
5 changed files with 370 additions and 5 deletions

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@@ -0,0 +1,83 @@
# CMakeLists.txt — OpenGL spinning triangle demo
#
# macOS:
# cmake -G Ninja -DCMAKE_BUILD_TYPE=RelWithDebInfo -B build/ninja .
# cmake --build build/ninja
#
# Linux (requires libsdl3-dev libgl1-mesa-dev):
# cmake -G Ninja -DCMAKE_BUILD_TYPE=RelWithDebInfo -B build/ninja .
# cmake --build build/ninja
#
# Windows:
# cmake -G Ninja -DCMAKE_BUILD_TYPE=RelWithDebInfo -B build/ninja .
# cmake --build build/ninja
cmake_minimum_required(VERSION 3.16)
project(gl_spinning_triangle LANGUAGES C CXX)
# ---------------------------------------------------------------------------
# Tracy root — defaults to three directories above this CMakeLists.txt.
# ---------------------------------------------------------------------------
set(TRACY_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../../..")
option(TRACY_ENABLE "Enable Tracy profiling" ON)
# ---------------------------------------------------------------------------
# Platform — SDL3 (cross-platform windowing, must be installed on the system)
# ---------------------------------------------------------------------------
find_package(SDL3 REQUIRED)
# ---------------------------------------------------------------------------
# GL extension loader — GLEW (Windows + Linux, fetched automatically)
# ---------------------------------------------------------------------------
if(NOT APPLE)
include(FetchContent)
set(glew-cmake_BUILD_SHARED OFF CACHE BOOL "" FORCE)
set(ONLY_LIBS ON CACHE BOOL "" FORCE)
FetchContent_Declare(glew
GIT_REPOSITORY https://github.com/Perlmint/glew-cmake.git
GIT_TAG master # pin to a specific commit for reproducible builds
GIT_SHALLOW TRUE
)
FetchContent_MakeAvailable(glew)
endif()
set(PLATFORM_SOURCES platform/platform_sdl3.cpp)
if(APPLE)
set(PLATFORM_LIBS SDL3::SDL3 "-framework OpenGL")
elseif(WIN32)
set(PLATFORM_LIBS SDL3::SDL3 opengl32 libglew_static)
else()
set(PLATFORM_LIBS SDL3::SDL3 GL libglew_static)
endif()
# ---------------------------------------------------------------------------
# Target
# ---------------------------------------------------------------------------
add_executable(gl_spinning_triangle
spinning_triangle.cpp
"${TRACY_DIR}/public/TracyClient.cpp"
${PLATFORM_SOURCES}
)
# Suppress upstream warnings from TracyClient.cpp
if(MSVC)
set_source_files_properties("${TRACY_DIR}/public/TracyClient.cpp"
PROPERTIES COMPILE_FLAGS "/w"
)
else()
set_source_files_properties("${TRACY_DIR}/public/TracyClient.cpp"
PROPERTIES COMPILE_FLAGS "-w"
)
endif()
target_compile_features(gl_spinning_triangle PRIVATE cxx_std_17)
if(TRACY_ENABLE)
target_compile_definitions(gl_spinning_triangle PRIVATE TRACY_ENABLE)
endif()
target_include_directories(gl_spinning_triangle PRIVATE
"${TRACY_DIR}/public"
)
target_link_libraries(gl_spinning_triangle PRIVATE ${PLATFORM_LIBS})

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@@ -0,0 +1,37 @@
// platform.h — interface between platform-agnostic code and platform backends
//
// Each platform_*.mm / platform_*.cpp file implements these four functions.
// Exactly one backend must be linked into the final binary.
#pragma once
#ifdef __APPLE__
# include <OpenGL/gl3.h>
#else
# include <GL/glew.h>
#endif
// Initialize the windowing system, create a window, and make an OpenGL 3.3
// Core Profile context current on the calling thread.
// Returns true on success.
bool platformInit(int width, int height, const char* title);
// Load OpenGL function pointers (no-op on macOS where the framework exports them directly).
// Must be called after platformInit() while the GL context is current.
// Returns true on success.
bool platformInitGL();
// Elapsed wall-clock time in seconds since platformInit().
double platformGetTime();
// Swap front and back buffers (present the rendered frame).
void platformSwapBuffers();
// Pixel scaling factor relative to the logical window size (1.0 on non-HiDPI displays).
// Must be called after platformInit().
void platformGetPixelDensityScale(float* x, float* y);
// Enter the platform event/render loop.
// Calls render() each frame at ~60 fps.
// Calls shutdown() exactly once before returning.
void platformRunLoop(void (*render)(), void (*shutdown)());

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@@ -0,0 +1,85 @@
// platform_sdl3.cpp — SDL3 windowing backend (cross-platform)
#include "platform.h" // GL headers first (gl3.h / glew.h) so SDL sees guards set
#define SDL_MAIN_HANDLED // we don't want SDL_main
#include <SDL3/SDL.h>
#include <chrono>
#include <cstdio>
static SDL_Window* sWin = nullptr;
static SDL_GLContext sCtx = nullptr;
static std::chrono::steady_clock::time_point sStartTime;
bool platformInit(int width, int height, const char* title) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
fprintf(stderr, "ERROR: SDL_Init failed: %s\n", SDL_GetError());
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
sWin = SDL_CreateWindow(title, width, height, SDL_WINDOW_OPENGL);
if (!sWin) {
fprintf(stderr, "ERROR: SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return false;
}
SDL_SetWindowPosition(sWin, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
sCtx = SDL_GL_CreateContext(sWin);
if (!sCtx) {
fprintf(stderr, "ERROR: SDL_GL_CreateContext failed: %s\n", SDL_GetError());
SDL_DestroyWindow(sWin);
SDL_Quit();
return false;
}
SDL_GL_SetSwapInterval(1);
sStartTime = std::chrono::steady_clock::now();
return true;
}
bool platformInitGL() {
#ifndef __APPLE__
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return false;
}
#endif
return true;
}
double platformGetTime() {
return std::chrono::duration<double>(
std::chrono::steady_clock::now() - sStartTime).count();
}
void platformSwapBuffers() { SDL_GL_SwapWindow(sWin); }
void platformGetPixelDensityScale(float* x, float* y) {
int pw, ph, ww, wh;
SDL_GetWindowSizeInPixels(sWin, &pw, &ph);
SDL_GetWindowSize(sWin, &ww, &wh);
*x = (ww > 0) ? (float)pw / (float)ww : 1.0f;
*y = (wh > 0) ? (float)ph / (float)wh : 1.0f;
}
void platformRunLoop(void (*render)(), void (*shutdown)()) {
bool running = true;
while (running) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
if (e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE) running = false;
}
if (running) render();
}
shutdown();
SDL_GL_DestroyContext(sCtx);
SDL_DestroyWindow(sWin);
SDL_Quit();
}

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@@ -0,0 +1,145 @@
// spinning_triangle.cpp — OpenGL spinning triangle demo with Tracy GPU profiling.
#ifdef __APPLE__
// NOTE: OpenGL is only available on MacOS (no iOS support)
// Including and using anything related to OpenGL on Apple (like <OpenGL/gl3.h>)
// will emit deprecation warnings, unless GL_SILENCE_DEPRECATION is defined
#define GL_SILENCE_DEPRECATION
// NOTE: TracyOpenGL.hpp will not work as expected even on Apple devices that
// support OpenGL, because the OpenGL drivers do not implement ARB_timer_query
// properly (querying GL_TIMESTAMP always resolves to 0). TracyOpenGL.hpp will
// emit a compiler warning, and a Tracy message to the trace/profiler, but the
// program will still run.
#endif
#include "platform/platform.h" // also includes OpenGL headers
#include <tracy/Tracy.hpp>
// NOTE: opt-in toggle for periodic recalibrations during Collect()
#define TRACY_OPENGL_AUTO_CALIBRATION
#include <tracy/TracyOpenGL.hpp>
static const int kWidth = 800;
static const int kHeight = 600;
static GLuint gProgram = 0;
static GLuint gVao = 0;
static GLint gAngleLoc = -1;
// Vertex colors and positions are baked in; rotation is driven by a uniform.
static const char* kVertSrc = R"(
#version 150 core
uniform float uAngle;
const vec2 kPos[3] = vec2[3](
vec2( 0.0, 0.5 ),
vec2(-0.433, -0.25 ),
vec2( 0.433, -0.25 )
);
const vec3 kCol[3] = vec3[3](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
out vec3 vColor;
void main() {
float c = cos(uAngle);
float s = sin(uAngle);
vec2 p = kPos[gl_VertexID];
gl_Position = vec4(p.x*c - p.y*s, p.x*s + p.y*c, 0.0, 1.0);
vColor = kCol[gl_VertexID];
}
)";
static const char* kFragSrc = R"(
#version 150 core
in vec3 vColor;
out vec4 fragColor;
void main() { fragColor = vec4(vColor, 1.0); }
)";
static GLuint compileShader(GLenum type, const char* src) {
GLuint s = glCreateShader(type);
glShaderSource(s, 1, &src, nullptr);
glCompileShader(s);
GLint ok = 0;
glGetShaderiv(s, GL_COMPILE_STATUS, &ok);
if (!ok) {
char log[512];
glGetShaderInfoLog(s, sizeof(log), nullptr, log);
fprintf(stderr, "Shader compile error: %s\n", log);
glDeleteShader(s);
return 0;
}
return s;
}
static int initGL() {
if (!platformInitGL()) return 1;
TracyGpuContext;
TracyGpuContextName("OpenGL", 6);
GLuint vert = compileShader(GL_VERTEX_SHADER, kVertSrc);
GLuint frag = compileShader(GL_FRAGMENT_SHADER, kFragSrc);
if (!vert || !frag) return 1;
gProgram = glCreateProgram();
glAttachShader(gProgram, vert);
glAttachShader(gProgram, frag);
glLinkProgram(gProgram);
glDeleteShader(vert);
glDeleteShader(frag);
GLint ok = 0;
glGetProgramiv(gProgram, GL_LINK_STATUS, &ok);
if (!ok) {
char log[512];
glGetProgramInfoLog(gProgram, sizeof(log), nullptr, log);
fprintf(stderr, "Program link error: %s\n", log);
return 1;
}
gAngleLoc = glGetUniformLocation(gProgram, "uAngle");
// Core profile requires a bound VAO even with no vertex attributes.
glGenVertexArrays(1, &gVao);
glBindVertexArray(gVao);
glClearColor(0.05f, 0.05f, 0.08f, 1.0f);
float scaleX, scaleY;
platformGetPixelDensityScale(&scaleX, &scaleY);
glViewport(0, 0, (int)(kWidth * scaleX), (int)(kHeight * scaleY));
return 0;
}
static void renderFrame() {
ZoneScoped;
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(gProgram);
{
TracyGpuZone("triangle draw");
glUniform1f(gAngleLoc, (float)platformGetTime());
glDrawArrays(GL_TRIANGLES, 0, 3);
}
platformSwapBuffers();
TracyGpuCollect;
}
static void shutdown() {
fprintf(stderr, "application is shutting down...\n");
glDeleteVertexArrays(1, &gVao);
glDeleteProgram(gProgram);
}
int main() {
if (!platformInit(kWidth, kHeight, "OpenGL Spinning Triangle"))
return 1;
if (initGL() != 0)
return 2;
platformRunLoop(renderFrame, shutdown);
return 0;
}

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@@ -1,7 +1,12 @@
#ifndef __TRACYOPENGL_HPP__
#define __TRACYOPENGL_HPP__
#if !defined TRACY_ENABLE || defined __APPLE__
#ifdef __APPLE__
#define TRACY_OPENGL_DISABLE
#warning "OpenGL timestamps are unreliable on Apple devices that still run OpenGL."
#endif
#if !defined TRACY_ENABLE || defined TRACY_OPENGL_DISABLE
#define TracyGpuContext
#define TracyGpuContextName(x,y)
@@ -98,17 +103,25 @@ public:
, m_head( 0 )
, m_tail( 0 )
{
ZoneScopedC( Color::Red4 );
assert( m_context != 255 );
glGenQueries( QueryCount, m_query );
GLint bits;
glGetQueryiv( GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &bits );
if( bits == 0 )
{
// all timestamp queries would resolve to 0 (and produce 0ns GPU zones).
// (this is the case for many TBDR GPUs, including Apple Silicon)
Profiler::LogString( MessageSourceType::Tracy, MessageSeverity::Warning, Color::Tomato, 0,
"OpenGL driver does not implement GL_TIMESTAMP precision." );
}
assert( bits > 0 );
int64_t tgpu;
glGetInteger64v( GL_TIMESTAMP, &tgpu );
int64_t tcpu = Profiler::GetTime();
GLint bits;
glGetQueryiv( GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &bits );
#ifdef TRACY_OPENGL_AUTO_CALIBRATION
// The anchor above is never refreshed; advertise calibration and emit periodic
// GpuCalibration events to correct CPU/GPU drift (see Recalibrate). Opt-in,
@@ -117,6 +130,8 @@ public:
m_prevCalibration = GetHostTimeNs();
#endif
glGenQueries( QueryCount, m_query );
const float period = 1.f;
const auto thread = GetThreadHandle();
TracyLfqPrepare( QueueType::GpuNewContext );