-/* $Id: multiarb.c,v 1.11 2002/02/13 02:23:33 brianp Exp $ */
+/* $Id: multiarb.c,v 1.12 2003/05/30 15:30:17 brianp Exp $ */
/*
* GL_ARB_multitexture demo
static GLboolean TexEnabled[8];
static GLfloat Drift = 0.0;
+static GLfloat drift_increment = 0.005;
static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
if (Animate) {
GLint i;
- Drift += 0.05;
+ Drift += drift_increment;
if (Drift >= 1.0)
Drift = 0.0;
static void DrawObject(void)
{
GLint i;
+ GLint j;
+ static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 };
+ static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 };
if (!TexEnabled[0] && !TexEnabled[1])
glColor3f(0.1, 0.1, 0.1); /* add onto this */
glBegin(GL_QUADS);
- for (i = 0; i < NumUnits; i++)
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, 0.0, 0.0);
- glVertex2f(-1.0, -1.0);
-
- for (i = 0; i < NumUnits; i++)
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, 1.0, 0.0);
- glVertex2f(1.0, -1.0);
-
- for (i = 0; i < NumUnits; i++)
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, 1.0, 1.0);
- glVertex2f(1.0, 1.0);
-
- for (i = 0; i < NumUnits; i++)
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, 0.0, 1.0);
- glVertex2f(-1.0, 1.0);
+ /* Toggle between the vector and scalar entry points. This is done purely
+ * to hit multiple paths in the driver.
+ */
+ if ( Drift > 0.49 ) {
+ for (j = 0; j < 4; j++ ) {
+ for (i = 0; i < NumUnits; i++)
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i,
+ tex_coords[j], tex_coords[j+1]);
+ glVertex2f( vtx_coords[j], vtx_coords[j+1] );
+ }
+ }
+ else {
+ for (j = 0; j < 4; j++ ) {
+ for (i = 0; i < NumUnits; i++)
+ glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]);
+ glVertex2fv( & vtx_coords[j] );
+ }
+ }
glEnd();
}
static void Display( void )
{
+ static GLint T0 = 0;
+ static GLint Frames = 0;
+ GLint t;
+
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glPopMatrix();
glutSwapBuffers();
+
+ Frames++;
+
+ t = glutGet(GLUT_ELAPSED_TIME);
+ if (t - T0 >= 250) {
+ GLfloat seconds = (t - T0) / 1000.0;
+ drift_increment = 2.2 * seconds / Frames;
+ T0 = t;
+ Frames = 0;
+ }
}
const GLenum prim = GL_LINES;
GLubyte val;
int bits, max, i;
+ GLboolean failed;
glGetIntegerv(GL_STENCIL_BITS, &bits);
max = (1 << bits) - 1;
/* test GL_INCR (saturation) */
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ failed = GL_FALSE;
printf("Testing GL_INCR...\n");
for (i = 1; i < max+10; i++) {
int expected = (i > max) ? max : i;
glBegin(prim);
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glEnd();
+
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
- assert(val == expected);
+ if (val != expected) {
+ printf( "Failed GL_INCR test on iteration #%u "
+ "(got %u, expected %u)\n", i, val, expected );
+ failed = GL_TRUE;
+ }
}
- printf("OK!\n");
+
+ if ( !failed ) printf("OK!\n");
+
/* test GL_INCR_WRAP_EXT (wrap around) */
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
+ failed = GL_FALSE;
printf("Testing GL_INCR_WRAP_EXT...\n");
for (i = 1; i < max+10; i++) {
int expected = i % (max + 1);
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
- assert(val == expected);
+ if (val != expected) {
+ printf( "Failed GL_INCR_WRAP test on iteration #%u "
+ "(got %u, expected %u)\n", i, val, expected );
+ failed = GL_TRUE;
+ }
}
- printf("OK!\n");
+ if ( !failed ) printf("OK!\n");
glClearStencil(max);
/* test GL_INCR (saturation) */
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
+ failed = GL_FALSE;
printf("Testing GL_DECR...\n");
for (i = max-1; i > -10; i--) {
int expected = (i < 0) ? 0 : i;
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
- assert(val == expected);
+ if (val != expected) {
+ printf( "Failed GL_DECR test on iteration #%u "
+ "(got %u, expected %u)\n", max - i, val, expected );
+ failed = GL_TRUE;
+ }
}
- printf("OK!\n");
+ if ( !failed ) printf("OK!\n");
/* test GL_INCR_WRAP_EXT (wrap-around) */
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
+ failed = GL_FALSE;
printf("Testing GL_DECR_WRAP_EXT...\n");
for (i = max-1; i > -10; i--) {
int expected = (i < 0) ? max + i + 1: i;
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
- assert(val == expected);
+ if (val != expected) {
+ printf( "Failed GL_DECR_WRAP test on iteration #%u "
+ "(got %u, expected %u)\n", max - i, val, expected );
+ failed = GL_TRUE;
+ }
}
- printf("OK!\n");
+ if ( !failed ) printf("OK!\n");
glDisable(GL_STENCIL_TEST);
}
static void Init( void )
{
+ const char * ver_str;
+ float version;
+
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
- if (!glutExtensionSupported("GL_EXT_stencil_wrap")) {
+
+
+ /* Check for both the extension string and GL version 1.4 on the
+ * outside chance that some silly vendor exports version 1.4 but doesn't
+ * export the extension string. The stencil-wrap modes are a required
+ * part of GL 1.4.
+ */
+
+ ver_str = glGetString( GL_VERSION );
+ version = (ver_str == NULL) ? 1.0 : strtof( ver_str, NULL );
+
+ if ( !glutExtensionSupported("GL_EXT_stencil_wrap")
+ && (version < 1.4) ) {
printf("Sorry, GL_EXT_stencil_wrap not supported.\n");
exit(1);
}
-/* $Id: texwrap.c,v 1.5 2003/02/04 02:35:00 brianp Exp $ */
+/* $Id: texwrap.c,v 1.6 2003/05/30 15:30:17 brianp Exp $ */
/*
* Test texture wrap modes.
#define SIZE 8
static GLubyte BorderImage[SIZE+2][SIZE+2][4];
static GLubyte NoBorderImage[SIZE][SIZE][4];
-static GLuint Border = 1;
+static GLuint Border = 0;
#define WRAP_MODE(m) { m , # m, GL_TRUE, 1.0, { NULL, NULL } }
/* loop over border modes */
for (j = 0; j < modes[j].mode != 0; j++) {
const GLfloat x0 = 0, y0 = 0, x1 = 140, y1 = 140;
- const GLfloat b = 0.2;
+ const GLfloat b = 1.2;
const GLfloat s0 = -b, t0 = -b, s1 = 1.0+b, t1 = 1.0+b;
if ( modes[j].supported != GL_TRUE )
typedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display *dpy, GLXDrawable drawable, int32_t *numerator, int32_t *denominator);
#endif
+#ifndef GLX_MESA_swap_frame_usage
+#define GLX_MESA_swap_frame_usage 1
+typedef int ( * PFNGLXGETFRAMEUSAGEMESAPROC) (Display *dpy, GLXDrawable drawable, float * usage );
+#endif
+
#define BENCHMARK
+PFNGLXGETFRAMEUSAGEMESAPROC get_frame_usage = NULL;
+
#ifdef BENCHMARK
/* XXX this probably isn't very portable */
static GLboolean has_OML_sync_control = GL_FALSE;
static GLboolean has_SGI_swap_control = GL_FALSE;
static GLboolean has_MESA_swap_control = GL_FALSE;
+static GLboolean has_MESA_swap_frame_usage = GL_FALSE;
static char ** extension_table = NULL;
static unsigned num_extensions;
+static GLboolean use_ztrick = GL_FALSE;
+static GLfloat aspect;
+
/*
*
* Draw a gear wheel. You'll probably want to call this function when
da = 2.0 * M_PI / teeth / 4.0;
glShadeModel(GL_FLAT);
+ glPolygonMode( GL_FRONT, GL_LINE );
glNormal3f(0.0, 0.0, 1.0);
static void
draw(void)
{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if ( use_ztrick ) {
+ static GLboolean flip = GL_FALSE;
+ static const GLfloat vert[4][3] = {
+ { -1, -1, -0.999 },
+ { 1, -1, -0.999 },
+ { 1, 1, -0.999 },
+ { -1, 1, -0.999 }
+ };
+ static const GLfloat col[4][3] = {
+ { 1.0, 0.6, 0.0 },
+ { 1.0, 0.6, 0.0 },
+ { 0.0, 0.0, 0.0 },
+ { 0.0, 0.0, 0.0 },
+ };
+
+ if ( flip ) {
+ glDepthRange(0, 0.5);
+ glDepthFunc(GL_LEQUAL);
+ }
+ else {
+ glDepthRange(1.0, 0.4999);
+ glDepthFunc(GL_GEQUAL);
+ }
+
+ flip = !flip;
+
+ /* The famous Quake "Z trick" only works when the whole screen is
+ * re-drawn each frame.
+ */
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1, 1, -1, 1, -1, 1);
+ glDisable(GL_LIGHTING);
+ glShadeModel(GL_SMOOTH);
+
+ glEnable( GL_VERTEX_ARRAY );
+ glEnable( GL_COLOR_ARRAY );
+ glVertexPointer( 3, GL_FLOAT, 0, vert );
+ glColorPointer( 3, GL_FLOAT, 0, col );
+ glDrawArrays( GL_POLYGON, 0, 4 );
+ glDisable( GL_COLOR_ARRAY );
+ glDisable( GL_VERTEX_ARRAY );
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -aspect, aspect, 5.0, 60.0);
+
+ glEnable(GL_LIGHTING);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -40.0);
+ }
+ else {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
glPushMatrix();
glRotatef(view_rotx, 1.0, 0.0, 0.0);
static void
reshape(int width, int height)
{
- GLfloat h = (GLfloat) height / (GLfloat) width;
+ aspect = (GLfloat) height / (GLfloat) width;
+
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
+
+ glFrustum(-1.0, 1.0, -aspect, aspect, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
static void
event_loop(Display *dpy, Window win)
{
+ float frame_usage = 0.0;
+
while (1) {
while (XPending(dpy) > 0) {
XEvent event;
angle += 2.0;
draw();
+ if ( get_frame_usage != NULL ) {
+ GLfloat temp;
+
+ (*get_frame_usage)( dpy, win, & temp );
+ frame_usage += temp;
+ }
+
glXSwapBuffers(dpy, win);
/* calc framerate */
if (t - t0 >= 5.0) {
GLfloat seconds = t - t0;
GLfloat fps = frames / seconds;
- printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
- fps);
+ if ( get_frame_usage != NULL ) {
+ printf("%d frames in %3.1f seconds = %6.3f FPS (%3.1f%% usage)\n",
+ frames, seconds, fps,
+ (frame_usage * 100.0) / (float) frames );
+ }
+ else {
+ printf("%d frames in %3.1f seconds = %6.3f FPS\n",
+ frames, seconds, fps);
+ }
+
t0 = t;
frames = 0;
+ frame_usage = 0.0;
}
}
}
*/
force_get_rate = GL_TRUE;
}
+ else if (strcmp(argv[i], "-ztrick") == 0) {
+ use_ztrick = GL_TRUE;
+ }
else if (strcmp(argv[i], "-help") == 0) {
printf("Usage:\n");
printf(" gears [options]\n");
has_OML_sync_control = is_extension_supported( "GLX_OML_sync_control" );
has_SGI_swap_control = is_extension_supported( "GLX_SGI_swap_control" );
has_MESA_swap_control = is_extension_supported( "GLX_MESA_swap_control" );
+ has_MESA_swap_frame_usage = is_extension_supported( "GLX_MESA_swap_frame_usage" );
if ( has_MESA_swap_control ) {
set_swap_interval = (PFNGLXSWAPINTERVALMESAPROC) glXGetProcAddressARB( (const GLubyte *) "glXSwapIntervalMESA" );
}
+ if ( has_MESA_swap_frame_usage ) {
+ get_frame_usage = (PFNGLXGETFRAMEUSAGEMESAPROC) glXGetProcAddressARB( (const GLubyte *) "glXGetFrameUsageMESA" );
+ }
+
+
if (printInfo) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));