Windows NT 4.0 source code leak
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/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
#include <stdio.h>
#include <string.h>
//#include <unistd.h>
#include <stdlib.h>
#include <time.h>
#include "tk.h"
#ifdef __unix
#include <sys/times.h>
#include <sys/param.h>
#else
#include <sys\types.h>
#include <sys\timeb.h>
#endif
#define GAP 10
#define ROWS 1
#define COLS 4
GLenum rgb, doubleBuffer, directRender, windType;
GLint windW, windH;
GLint boxW, boxH;
GLenum antialiasing = GL_FALSE;
GLenum depthTesting = GL_FALSE;
GLenum fogging = GL_FALSE, niceFogging = GL_FALSE;
GLenum lighting = GL_FALSE;
GLenum shading = GL_FALSE;
GLenum texturing = GL_FALSE;
// mf: change these to more reasonable numbers
GLint repeatCount = 300;
GLint loopCount = 10;
GLubyte texture[4*3] = {
0xFF, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0xFF, 0,
};
static void SetWindSize(int width, int height)
{
windW = (GLint)width;
windH = (GLint)height;
}
static GLenum Key(int key, GLenum mask)
{
switch (key) {
case TK_ESCAPE:
tkQuit();
case TK_a:
antialiasing = !antialiasing;
break;
case TK_d:
depthTesting = !depthTesting;
break;
case TK_f:
fogging = !fogging;
break;
case TK_F:
niceFogging = !niceFogging;
break;
case TK_l:
lighting = !lighting;
break;
case TK_s:
shading = !shading;
break;
case TK_t:
texturing = !texturing;
break;
default:
return GL_FALSE;
}
return GL_TRUE;
}
static void Viewport(GLint row, GLint column)
{
GLint x, y;
boxW = (windW - (COLS + 1) * GAP) / COLS;
boxH = (windH - (ROWS + 1) * GAP) / ROWS;
x = GAP + column * (boxW + GAP);
y = GAP + row * (boxH + GAP);
glViewport(x, y, boxW, boxH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-boxW/2, boxW/2, -boxH/2, boxH/2);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, boxW, boxH);
}
static double Now(void)
{
#ifdef __unix
struct tms tm;
clock_t clk;
clk = times(&tm);
return (double)clk / (double)HZ;
#else
struct _timeb tm;
_ftime( &tm );
return (tm.time + tm.millitm/1000.0);
#endif
}
static void Report(const char *msg, float elapsed)
{
if (elapsed == 0.0) {
printf("%s per second: Unknown, elapsed time is zero\n", msg);
} else {
printf("%s per second: %g\n", msg, repeatCount*loopCount/elapsed);
}
}
static void Points(void)
{
GLint i, j;
float v1[3];
double start;
start = Now();
for (i = 0; i < repeatCount; i++) {
v1[0] = 10;
v1[1] = 10;
v1[2] = 10;
glBegin(GL_POINTS);
for (j = 0; j < loopCount; j++) {
glVertex2fv(v1);
}
glEnd();
}
glFinish();
Report("Points", Now()-start);
}
static void Lines(void)
{
GLint i, j;
float v1[3], v2[3];
double start;
start = Now();
for (i = 0; i < repeatCount; i++) {
v1[0] = 10;
v1[1] = 10;
v1[2] = 10;
v2[0] = 20;
v2[1] = 20;
v2[2] = 10;
glBegin(GL_LINES);
for (j = 0; j < loopCount; j++) {
glVertex2fv(v1);
glVertex2fv(v2);
}
glEnd();
}
glFinish();
Report("Lines", Now()-start);
}
static void Triangles(void)
{
GLint i, j;
float v1[3], v2[3], v3[3], t1[2], t2[2], t3[2];
double start;
start = Now();
v1[0] = 10;
v1[1] = 10;
v1[2] = 10;
v2[0] = 20;
v2[1] = 20;
v2[2] = 10;
v3[0] = 10;
v3[1] = 20;
v3[2] = 10;
t1[0] = 0;
t1[1] = 0;
t2[0] = 1;
t2[1] = 1;
t3[0] = 0;
t3[1] = 1;
for (i = 0; i < repeatCount; i++) {
glBegin(GL_TRIANGLES);
for (j = 0; j < loopCount; j++) {
if (texturing) {
glTexCoord2fv(t1);
}
glVertex2fv(v1);
if (texturing) {
glTexCoord2fv(t2);
}
glVertex2fv(v2);
if (texturing) {
glTexCoord2fv(t3);
}
glVertex2fv(v3);
}
glEnd();
}
glFinish();
Report("Triangles", Now()-start);
}
static void Rects(void)
{
GLint i, j;
float v1[2], v2[2];
double start;
start = Now();
for (i = 0; i < repeatCount; i++) {
v1[0] = 10;
v1[1] = 10;
v2[0] = 20;
v2[1] = 20;
for (j = 0; j < loopCount; j++) {
glRectfv(v1, v2);
}
}
glFinish();
Report("Rects", Now()-start);
}
static void Draw(void)
{
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
TK_SETCOLOR(windType, TK_YELLOW);
if (antialiasing) {
glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
}
if (depthTesting) {
glEnable(GL_DEPTH_TEST);
}
if (fogging) {
glEnable(GL_FOG);
glHint(GL_FOG_HINT, (niceFogging) ? GL_NICEST : GL_FASTEST);
}
if (lighting) {
static GLfloat ambient[4] = {1, 0.5, 0.5, 0};
glEnable(GL_NORMALIZE);
glNormal3f(1.0, 1.0, 1.0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
(shading) ? glShadeModel(GL_SMOOTH) : glShadeModel(GL_FLAT);
if (texturing) {
static GLfloat modulate[1] = {GL_DECAL};
static GLfloat clamp[1] = {GL_CLAMP};
static GLfloat linear[1] = {GL_LINEAR};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
(GLvoid *)texture);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, modulate);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear);
glEnable(GL_TEXTURE_2D);
}
Viewport(0, 0); Points();
Viewport(0, 1); Lines();
Viewport(0, 2); Triangles();
Viewport(0, 3); Rects();
printf( "\n" );
glFlush();
if (doubleBuffer) {
tkSwapBuffers();
}
}
static GLenum Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_FALSE;
directRender = GL_FALSE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {
rgb = GL_FALSE;
} else if (strcmp(argv[i], "-rgb") == 0) {
rgb = GL_TRUE;
} else if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-dr") == 0) {
directRender = GL_TRUE;
} else if (strcmp(argv[i], "-ir") == 0) {
directRender = GL_FALSE;
} else {
printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void main(int argc, char **argv)
{
if (Args(argc, argv) == GL_FALSE) {
tkQuit();
}
windW = 600;
windH = 300;
tkInitPosition(0, 0, windW, windH);
windType = TK_ALPHA | TK_DEPTH16;
windType |= (rgb) ? TK_RGB : TK_INDEX;
windType |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE;
windType |= (directRender) ? TK_DIRECT : TK_INDIRECT;
tkInitDisplayMode(windType);
if (tkInitWindow("Speed Test") == GL_FALSE) {
tkQuit();
}
tkExposeFunc(SetWindSize);
tkReshapeFunc(SetWindSize);
tkKeyDownFunc(Key);
tkDisplayFunc(Draw);
tkExec();
}