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
line wrap: on
line source

// 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. */
}