251 lines
6.4 KiB
C
251 lines
6.4 KiB
C
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/*
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* Simple GLUT program to measure triangle strip rendering speed.
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* Brian Paul February 15, 1997 This file is in the public domain.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include <GL/glut.h>
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static float MinPeriod = 2.0; /* 2 seconds */
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static float Width = 400.0;
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static float Height = 400.0;
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static int Loops = 1;
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static int Size = 50;
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static int Texture = 0;
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static void Idle( void )
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{
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glutPostRedisplay();
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}
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static void Display( void )
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{
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float x, y;
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float xStep;
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float yStep;
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double t0, t1;
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double triRate;
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double pixelRate;
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int triCount;
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int i;
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float red[3] = { 1.0, 0.0, 0.0 };
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float blue[3] = { 0.0, 0.0, 1.0 };
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xStep = yStep = sqrt( 2.0 * Size );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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triCount = 0;
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t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
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if (Texture) {
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float uStep = xStep / Width;
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float vStep = yStep / Height;
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float u, v;
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for (i=0; i<Loops; i++) {
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for (y=1.0, v=0.0f; y<Height-yStep; y+=yStep, v+=vStep) {
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glBegin(GL_TRIANGLE_STRIP);
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for (x=1.0, u=0.0f; x<Width; x+=xStep, u+=uStep) {
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glColor3fv(red);
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glTexCoord2f(u, v);
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glVertex2f(x, y);
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glColor3fv(blue);
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glTexCoord2f(u, v+vStep);
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glVertex2f(x, y+yStep);
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triCount += 2;
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}
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glEnd();
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triCount -= 2;
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}
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}
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}
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else {
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for (i=0; i<Loops; i++) {
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for (y=1.0; y<Height-yStep; y+=yStep) {
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glBegin(GL_TRIANGLE_STRIP);
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for (x=1.0; x<Width; x+=xStep) {
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glColor3fv(red);
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glVertex2f(x, y);
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glColor3fv(blue);
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glVertex2f(x, y+yStep);
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triCount += 2;
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}
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glEnd();
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triCount -= 2;
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}
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}
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}
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glFinish();
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t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
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if (t1-t0 < MinPeriod) {
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/* Next time draw more triangles to get longer elapsed time */
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Loops *= 2;
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return;
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}
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triRate = triCount / (t1-t0);
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pixelRate = triRate * Size;
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printf("Rate: %d tri in %gs = %g tri/s %d pixels/s\n",
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triCount, t1-t0, triRate, (int)pixelRate);
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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Width = width;
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Height = height;
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho(0.0, width, 0.0, height, -1.0, 1.0);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void LoadTex(int comp, int filter)
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{
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GLubyte *pixels;
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int x, y;
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pixels = (GLubyte *) malloc(4*256*256);
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for (y = 0; y < 256; ++y)
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for (x = 0; x < 256; ++x) {
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pixels[(y*256+x)*4+0] = (int)(128.5 + 127.0 * cos(0.024544 * x));
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pixels[(y*256+x)*4+1] = 255;
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pixels[(y*256+x)*4+2] = (int)(128.5 + 127.0 * cos(0.024544 * y));
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pixels[(y*256+x)*4+3] = 255;
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}
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glEnable(GL_TEXTURE_2D);
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glTexImage2D(GL_TEXTURE_2D, 0, comp, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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printf("Texture: GL_MODULATE, %d comps, %s\n", comp, filter == GL_NEAREST ? "GL_NEAREST" : "GL_LINEAR");
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}
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static void Init( int argc, char *argv[] )
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{
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GLint shade;
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GLint rBits, gBits, bBits;
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int filter = GL_NEAREST, comp = 3;
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int i;
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for (i=1; i<argc; i++) {
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if (strcmp(argv[i],"-dither")==0)
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glDisable(GL_DITHER);
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else if (strcmp(argv[i],"+dither")==0)
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glEnable(GL_DITHER);
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else if (strcmp(argv[i],"+smooth")==0)
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glShadeModel(GL_SMOOTH);
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else if (strcmp(argv[i],"+flat")==0)
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glShadeModel(GL_FLAT);
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else if (strcmp(argv[i],"+depth")==0)
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glEnable(GL_DEPTH_TEST);
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else if (strcmp(argv[i],"-depth")==0)
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glDisable(GL_DEPTH_TEST);
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else if (strcmp(argv[i],"-size")==0) {
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Size = atoi(argv[i+1]);
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i++;
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}
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else if (strcmp(argv[i],"-texture")==0)
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Texture = 0;
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else if (strcmp(argv[i],"+texture")==0)
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Texture = 1;
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else if (strcmp(argv[i],"-linear")==0)
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filter = GL_NEAREST;
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else if (strcmp(argv[i],"+linear")==0)
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filter = GL_LINEAR;
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else if (strcmp(argv[i],"-persp")==0)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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else if (strcmp(argv[i],"+persp")==0)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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else if (strcmp(argv[i],"-comp")==0) {
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comp = atoi(argv[i+1]);
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i++;
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}
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else
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printf("Unknown option: %s\n", argv[i]);
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}
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glGetIntegerv(GL_SHADE_MODEL, &shade);
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printf("Dither: %s\n", glIsEnabled(GL_DITHER) ? "on" : "off");
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printf("ShadeModel: %s\n", (shade==GL_FLAT) ? "flat" : "smooth");
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printf("DepthTest: %s\n", glIsEnabled(GL_DEPTH_TEST) ? "on" : "off");
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printf("Size: %d pixels\n", Size);
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if (Texture)
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LoadTex(comp, filter);
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glGetIntegerv(GL_RED_BITS, &rBits);
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glGetIntegerv(GL_GREEN_BITS, &gBits);
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glGetIntegerv(GL_BLUE_BITS, &bBits);
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printf("RedBits: %d GreenBits: %d BlueBits: %d\n", rBits, gBits, bBits);
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}
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static void Help( const char *program )
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{
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printf("%s options:\n", program);
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printf(" +/-dither enable/disable dithering\n");
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printf(" +/-depth enable/disable depth test\n");
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printf(" +flat flat shading\n");
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printf(" +smooth smooth shading\n");
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printf(" -size pixels specify pixels/triangle\n");
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printf(" +/-texture enable/disable texture\n");
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printf(" -comp n texture format\n");
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printf(" +/-linear bilinear texture filter\n");
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printf(" +/-persp perspective correction hint\n");
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}
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int main( int argc, char *argv[] )
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{
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glutInitWindowSize( (int) Width, (int) Height );
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glutInit( &argc, argv );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
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glutCreateWindow( argv[0] );
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printf("For options: %s -help\n", argv[0]);
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if (argc==2 && strcmp(argv[1],"-help")==0) {
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Help(argv[0]);
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return 0;
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}
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Init( argc, argv );
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutDisplayFunc( Display );
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glutIdleFunc( Idle );
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glutMainLoop();
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return 0;
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}
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