-/* $Id: manywin.c,v 1.5 2001/11/26 17:21:46 brianp Exp $ */
-
/*
- * Create N GLX windows/contexts and render to them in round-robin
- * order.
+ * Create N GLX windows/contexts and render to them in round-robin order.
+ * Also, have the contexts share all texture objects.
+ * Press 'd' to delete a texture, 'u' to unbind it.
*
* Copyright (C) 2000 Brian Paul All Rights Reserved.
*
#include <GL/gl.h>
#include <GL/glx.h>
+#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
+#include <X11/keysym.h>
/*
static struct head Heads[MAX_HEADS];
static int NumHeads = 0;
static GLboolean SwapSeparate = GL_TRUE;
-
+static GLuint TexObj = 0;
static void
Error(const char *display, const char *msg)
{
- fprintf(stderr, "Error on display %s - %s\n", display, msg);
+ fprintf(stderr, "Error on display %s - %s\n", XDisplayName(display), msg);
exit(1);
}
None, (char **)NULL, 0, &sizehints);
}
-
- ctx = glXCreateContext(dpy, visinfo, NULL, True);
+ if (NumHeads == 0) {
+ ctx = glXCreateContext(dpy, visinfo, NULL, True);
+ }
+ else {
+ /* share textures & dlists with 0th context */
+ printf("sharing\n");
+ ctx = glXCreateContext(dpy, visinfo, Heads[0].Context, True);
+ }
if (!ctx) {
Error(displayName, "Couldn't create GLX context");
return NULL;
return NULL;
}
+ if (NumHeads == 0) {
+ /* create texture object now */
+ static const GLubyte checker[2][2][4] = {
+ { {255, 255, 255, 255}, { 0, 0, 0, 255} },
+ { { 0, 0, 0, 0}, {255, 255, 255, 255} }
+ };
+ glGenTextures(1, &TexObj);
+ assert(TexObj);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, checker);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+ else {
+ /* bind 0th context's texture in this context too */
+ assert(TexObj);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ }
+ glEnable(GL_TEXTURE_2D);
+
/* save the info for this head */
{
struct head *h = &Heads[NumHeads];
+ const char * tmp;
+
+ if (strlen(name) + 1 > sizeof(h->DisplayName)) {
+ Error(displayName, "name string overflow");
+ return NULL;
+ }
strcpy(h->DisplayName, name);
+
h->Dpy = dpy;
h->Win = win;
h->Context = ctx;
h->Angle = 0.0;
- strcpy(h->Version, (char *) glGetString(GL_VERSION));
- strcpy(h->Vendor, (char *) glGetString(GL_VENDOR));
- strcpy(h->Renderer, (char *) glGetString(GL_RENDERER));
+
+ tmp = (char *) glGetString(GL_VERSION);
+ if (strlen(tmp) + 1 > sizeof(h->Version)) {
+ Error(displayName, "GL_VERSION string overflow");
+ return NULL;
+ }
+ strcpy(h->Version, tmp);
+
+ tmp = (char *) glGetString(GL_VENDOR);
+ if (strlen(tmp) + 1 > sizeof(h->Vendor)) {
+ Error(displayName, "GL_VENDOR string overflow");
+ return NULL;
+ }
+ strcpy(h->Vendor, tmp);
+
+ tmp = (char *) glGetString(GL_RENDERER);
+ if (strlen(tmp) + 1 > sizeof(h->Renderer)) {
+ Error(displayName, "GL_RENDERER string overflow");
+ return NULL;
+ }
+ strcpy(h->Renderer, tmp);
+
NumHeads++;
return &Heads[NumHeads-1];
}
glPushMatrix();
glRotatef(h->Angle, 0, 0, 1);
glBegin(GL_TRIANGLES);
- glVertex2f(0, 0.8);
- glVertex2f(-0.8, -0.7);
- glVertex2f(0.8, -0.7);
+ glTexCoord2f(0.5, 1.0); glVertex2f(0, 0.8);
+ glTexCoord2f(0.0, 0.0); glVertex2f(-0.8, -0.7);
+ glTexCoord2f(1.0, 0.0); glVertex2f(0.8, -0.7);
glEnd();
glPopMatrix();
Resize(h, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
- return;
+ {
+ char buf[100];
+ KeySym keySym;
+ XComposeStatus stat;
+ XLookupString(&event.xkey, buf, sizeof(buf), &keySym, &stat);
+ switch (keySym) {
+ case XK_Escape:
+ return;
+ break;
+ case XK_d:
+ case XK_D:
+ printf("Delete Texture in window %d\n", i);
+ glXMakeCurrent(h->Dpy, h->Win, h->Context);
+ glDeleteTextures(1, &TexObj);
+ break;
+ case XK_u:
+ case XK_U:
+ printf("Unbind Texture in window %d\n", i);
+ glXMakeCurrent(h->Dpy, h->Win, h->Context);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ break;
+ }
+ }
+ break;
default:
/*no-op*/ ;
}
printf("Name: %s\n", h->DisplayName);
printf(" Display: %p\n", (void *) h->Dpy);
printf(" Window: 0x%x\n", (int) h->Win);
- printf(" Context: 0x%x\n", (int) h->Context);
+ printf(" Context: 0x%lx\n", (long) h->Context);
printf(" GL_VERSION: %s\n", h->Version);
printf(" GL_VENDOR: %s\n", h->Vendor);
printf(" GL_RENDERER: %s\n", h->Renderer);
}
if (n < 1)
n = 1;
+ if (n > MAX_HEADS)
+ n = MAX_HEADS;
printf("%d windows\n", n);
for (i = 0; i < n; i++) {