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