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benchmark.py
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benchmark.py
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import glfw
from OpenGL import GL as gl
import numpy as np
import time
lineSize = 2000
lineNum = 350
vertex_shader_text = """
# version 330
layout(location = 1) in vec2 a_position;
layout(location = 2) in vec3 a_color;
out vec3 vColor;
void main(void) {
gl_Position = vec4(a_position, 0, 1);
vColor = a_color/ vec3(255.0, 255.0, 255.0);
}
"""
fragment_shader_text = """
# version 330
precision mediump float;
in vec3 vColor;
out vec4 outColor;
void main()
{
outColor = vec4(vColor,0.8);
}
"""
if not glfw.init():
exit()
# Create a windowed mode window and its OpenGL context
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 1)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 5)
glfw.window_hint(glfw.CONTEXT_CREATION_API, glfw.NATIVE_CONTEXT_API) # for windows
#glfw.window_hint(glfw.CONTEXT_CREATION_API, glfw.EGL_CONTEXT_API) # for linux
#glfw.window_hint(glfw.CONTEXT_CREATION_API, glfw.OSMESA_CONTEXT_API)
window = glfw.create_window(1280, 800, "pyglplot", None, None)
if not window:
glfw.terminate()
exit()
# Make the window's context current
glfw.make_context_current(window)
glfw.swap_interval(1)
print(glfw.get_version_string())
print(gl.glGetString(gl.GL_VERSION))
vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertex_shader, vertex_shader_text)
gl.glCompileShader(vertex_shader)
success = gl.glGetShaderiv(vertex_shader, gl.GL_COMPILE_STATUS)
if not success:
print("Shader compilation failed")
print(gl.glGetShaderInfoLog(vertex_shader))
fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragment_shader, fragment_shader_text)
gl.glCompileShader(fragment_shader)
success = gl.glGetShaderiv(fragment_shader, gl.GL_COMPILE_STATUS)
if not success:
print("Shader compilation failed")
print(gl.glGetShaderInfoLog(fragment_shader))
program = gl.glCreateProgram()
gl.glAttachShader(program, vertex_shader)
gl.glAttachShader(program, fragment_shader)
gl.glLinkProgram(program)
color_buffer = np.zeros( lineSize * lineNum * 3, dtype=np.uint8)
cbo = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, cbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, color_buffer.nbytes, color_buffer, gl.GL_STATIC_DRAW)
colorLocation = gl.glGetAttribLocation(program, "a_color")
gl.glVertexAttribPointer(colorLocation, 3, gl.GL_UNSIGNED_BYTE, gl.GL_FALSE, 0, None)
gl.glEnableVertexAttribArray(colorLocation)
vertex_buffer = np.zeros( lineSize * lineNum * 2, dtype=np.float32)
vbo = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, vertex_buffer.nbytes, vertex_buffer, gl.GL_DYNAMIC_DRAW)
positionLocation = gl.glGetAttribLocation(program, "a_position")
gl.glVertexAttribPointer(positionLocation, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
gl.glEnableVertexAttribArray(positionLocation)
gl.glUseProgram(program)
gl.glClearColor(0.1, 0.1, 0.1, 1.0)
def on_resize(window, width, height):
gl.glViewport(0, 0, width, height)
def updateColor():
color_buffer = np.zeros( lineSize * lineNum * 3, dtype=np.uint8)
# each line has a different random color
for i in range(lineNum):
r = np.random.randint(0, 255)
g = np.random.randint(0, 255)
b = np.random.randint(0, 255)
color_buffer[i * lineSize * 3 : (i + 1) * lineSize * 3] = np.concatenate((np.tile([r, g, b], lineSize),))
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, cbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, color_buffer.nbytes, color_buffer, gl.GL_STATIC_DRAW)
gl.glEnableVertexAttribArray(colorLocation)
updateColor()
glfw.set_window_size_callback(window, on_resize)
data = np.zeros(lineSize * 2, dtype=np.float32)
data[0::2] = np.linspace(-1, 1, lineSize)
#data = np.zeros(lineSize * 2 * lineNum, dtype=np.float32)
#data[0::2] = np.tile(np.linspace(-1, 1, lineSize), lineNum)
def updateLines():
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
phase = glfw.get_time() * 0.1
y0 = np.linspace(0, 1, lineNum) + phase
for i in range(lineNum):
y = np.add(y0[i], np.multiply(np.linspace(0, 1, lineSize), 0.1))
#yy = np.mod(y, 1) * 2 - 1
yy = np.subtract(y, np.floor(y)) * 2 - 1
data[1::2] = yy
gl.glBufferSubData(gl.GL_ARRAY_BUFFER, i * lineSize * 2 * 4, data.nbytes, data)
#gl.glEnableVertexAttribArray(positionLocation)
def updateLinesNumpyic():
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
phase = glfw.get_time() * 0.1
y0 = np.linspace(0, 1, lineNum, endpoint=False) + phase
y = y0[:, np.newaxis] + np.linspace(0, 1, lineSize) * 0.1
yy = np.mod(y, 1) * 2 - 1
data[1::2] = yy.flatten()
gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, data.nbytes, data)
gl.glEnableVertexAttribArray(positionLocation)
elasped_time = 0
frame_count = 0
while not glfw.window_should_close(window):
# Render here, e.g. using pyOpenGL
start_time = time.perf_counter_ns()
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
updateLines()
#updateLinesNumpyic()
for i in range(lineNum):
gl.glDrawArrays(gl.GL_LINE_STRIP, i * lineSize, lineSize)
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
end_time = time.perf_counter_ns()
elasped_time += end_time - start_time
frame_count += 1
if elasped_time > 1e9:
print("FPS: ", frame_count)
frame_count = 0
elasped_time = 0
glfw.terminate()
print("Done!")