mesa/progs/perf/glmain.c

269 lines
5.6 KiB
C

/*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* VMWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* OpenGL/GLUT common code for perf programs.
* Brian Paul
* 15 Sep 2009
*/
#include <stdio.h>
#include "glmain.h"
#include <GL/glut.h>
static int Win;
static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
/** Return time in seconds */
double
PerfGetTime(void)
{
return glutGet(GLUT_ELAPSED_TIME) * 0.001;
}
void
PerfSwapBuffers(void)
{
glutSwapBuffers();
}
/** make simple checkerboard texture object */
GLuint
PerfCheckerTexture(GLsizei width, GLsizei height)
{
const GLenum filter = GL_NEAREST;
GLubyte *img = (GLubyte *) malloc(width * height * 4);
GLint i, j, k;
GLuint obj;
k = 0;
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
GLubyte color;
if (((i / 8) ^ (j / 8)) & 1) {
color = 0xff;
}
else {
color = 0x0;
}
img[k++] = color;
img[k++] = color;
img[k++] = color;
img[k++] = color;
}
}
glGenTextures(1, &obj);
glBindTexture(GL_TEXTURE_2D, obj);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, img);
free(img);
return obj;
}
static GLuint
CompileShader(GLenum type, const char *shader)
{
GLuint sh;
GLint stat;
sh = glCreateShader(type);
glShaderSource(sh, 1, (const GLchar **) &shader, NULL);
glCompileShader(sh);
glGetShaderiv(sh, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog(sh, 1000, &len, log);
fprintf(stderr, "Error: problem compiling shader: %s\n", log);
exit(1);
}
return sh;
}
/** Make shader program from given vert/frag shader text */
GLuint
PerfShaderProgram(const char *vertShader, const char *fragShader)
{
GLuint prog;
GLint stat;
{
const char *version = (const char *) glGetString(GL_VERSION);
if ((version[0] != '2' &&
version[0] != '3') || version[1] != '.') {
fprintf(stderr, "Error: GL version 2.x or better required\n");
exit(1);
}
}
prog = glCreateProgram();
if (vertShader) {
GLuint vs = CompileShader(GL_VERTEX_SHADER, vertShader);
glAttachShader(prog, vs);
}
if (fragShader) {
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragShader);
glAttachShader(prog, fs);
}
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog(prog, 1000, &len, log);
fprintf(stderr, "Shader link error:\n%s\n", log);
exit(1);
}
return prog;
}
int
PerfReshapeWindow( unsigned w, unsigned h )
{
if (glutGet(GLUT_SCREEN_WIDTH) < w ||
glutGet(GLUT_SCREEN_HEIGHT) < h)
return 0;
glutReshapeWindow( w, h );
glutPostRedisplay();
return 1;
}
GLboolean
PerfExtensionSupported(const char *ext)
{
return glutExtensionSupported(ext);
}
static void
Idle(void)
{
PerfNextRound();
}
static void
Draw(void)
{
PerfDraw();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
WinWidth = width;
WinHeight = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -15.0);
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 3.0;
(void) x;
(void) y;
switch (key) {
case 'z':
Zrot -= step;
break;
case 'Z':
Zrot += step;
break;
case 27:
glutDestroyWindow(Win);
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 3.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot -= step;
break;
case GLUT_KEY_DOWN:
Xrot += step;
break;
case GLUT_KEY_LEFT:
Yrot -= step;
break;
case GLUT_KEY_RIGHT:
Yrot += step;
break;
}
glutPostRedisplay();
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
Win = glutCreateWindow(argv[0]);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Draw);
glutIdleFunc(Idle);
PerfInit();
glutMainLoop();
return 0;
}