Mercurial > mplayer.hg
view TOOLS/GL-test/gltest.c @ 13283:858b7e04718c
This patch moves the directory creation code to a separate function. I have
tried to re-use as much code as possible, to reduce the size of the patch.
All duplicate code is removed, resulting in my first patch that actually
decreases the size of the binary by about 700 bytes :-)
author | ivo |
---|---|
date | Wed, 08 Sep 2004 01:11:16 +0000 |
parents | 3b5f5d1c5041 |
children |
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// OpenGL glTexSubImage() test/benchmark prg (C) 2001. by A'rpi/ESP-team #include <GL/glut.h> #include <stdio.h> #include <stdlib.h> #include <math.h> #include <inttypes.h> // pixel size: 3 or 4 #define BYTES_PP 3 // blit by lines (defined) or frames (not defined) #define FAST_BLIT static uint32_t image_width=720; // DVD size static uint32_t image_height=576; static uint32_t image_format; static uint32_t image_bpp; static uint32_t image_bytes; static uint32_t texture_width=512; static uint32_t texture_height=512; static unsigned char *ImageData=NULL; static GLvoid resize(int x,int y){ printf("Resize: %dx%d\n",x,y); glViewport( 0, 0, x, y ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, image_width, image_height, 0, -1,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } float akarmi=0; int counter=0; float gen_time=0; float up_time=0; float render_time=0; unsigned char sintable[4096]; extern float GetRelativeTime(); static void redraw(void) { // glClear(GL_COLOR_BUFFER_BIT); int x,y,i; unsigned char *d=ImageData; int dstride=BYTES_PP*image_width; GetRelativeTime(); // generate some image: for(y=0;y<image_height;y++){ int y1=2048*sin(akarmi*0.36725+y*0.0165); int y2=2048*sin(akarmi*0.45621+y*0.02753); int y3=2048*sin(akarmi*0.15643+y*0.03732); for(x=0;x<image_width;x++){ d[0]=sintable[(y1+x*135)&4095]; d[1]=sintable[(y2+x*62)&4095]; d[2]=sintable[(y3+x*23)&4095]; d+=BYTES_PP; } } gen_time+=GetRelativeTime(); #ifdef FAST_BLIT // upload texture: for(i=0;i<image_height;i++){ glTexSubImage2D( GL_TEXTURE_2D, // target 0, // level 0, // x offset i, // y offset image_width, // width 1, // height (BYTES_PP==4)?GL_RGBA:GL_RGB, // format GL_UNSIGNED_BYTE, // type ImageData+i*dstride ); // *pixels } #else glTexSubImage2D( GL_TEXTURE_2D, // target 0, // level 0, // x offset 0, // y offset image_width, // width image_height, // height (BYTES_PP==4)?GL_RGBA:GL_RGB, // format GL_UNSIGNED_BYTE, // type ImageData ); // *pixels #endif up_time+=GetRelativeTime(); glColor3f(1,1,1); glBegin(GL_QUADS); glTexCoord2f(0,0);glVertex2i(0,0); glTexCoord2f(0,1);glVertex2i(0,texture_height); glTexCoord2f(1,1);glVertex2i(texture_width,texture_height); glTexCoord2f(1,0);glVertex2i(texture_width,0); glEnd(); glFinish(); glutSwapBuffers(); render_time+=GetRelativeTime(); ++counter; { float total=gen_time+up_time+render_time; if(total>2.0){ printf("%8.3f fps (gen: %2d%% upload: %2d%% render: %2d%%)\n", (float)counter/total, (int)(100.0*gen_time/total), (int)(100.0*up_time/total), (int)(100.0*render_time/total) ); gen_time=up_time=render_time=0; counter=0; } } } static GLvoid IdleFunc(){ akarmi+=0.1; glutPostRedisplay(); } int main(int argc, char **argv) { int i; glutInit(&argc, argv); glutInitWindowSize(640, 480); glutInitDisplayMode(GLUT_DOUBLE); (void) glutCreateWindow("csg"); glutDisplayFunc(redraw); glutReshapeFunc(resize); glutIdleFunc(IdleFunc); texture_width=32; while(texture_width<image_width) texture_width*=2; while(texture_width<image_height) texture_width*=2; texture_height=texture_width; image_bpp=8*BYTES_PP; image_bytes=BYTES_PP; ImageData=malloc(texture_width*texture_height*image_bytes); memset(ImageData,128,texture_width*texture_height*image_bytes); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); printf("Creating %dx%d texture...\n",texture_width,texture_height); #if 1 // glBindTexture(GL_TEXTURE_2D, texture_id); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); #ifdef TEXTUREFORMAT_32BPP glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, texture_width, texture_height, 0, #else glTexImage2D(GL_TEXTURE_2D, 0, BYTES_PP, texture_width, texture_height, 0, #endif (image_bytes==4)?GL_RGBA:GL_BGR, GL_UNSIGNED_BYTE, ImageData); #endif resize(640,480); glClearColor( 1.0f,0.0f,1.0f,0.0f ); glClear( GL_COLOR_BUFFER_BIT ); for(i=0;i<4096;i++) sintable[i]=128+127*sin(2.0*3.14159265*i/4096.0); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }