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5069 serge 1
/*
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 * Demo of off-screen Mesa rendering
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 *
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 * See Mesa/include/GL/osmesa.h for documentation of the OSMesa functions.
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 *
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 * If you want to render BIG images you'll probably have to increase
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 * MAX_WIDTH and MAX_Height in src/config.h.
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 *
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 * This program is in the public domain.
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 *
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 * Brian Paul
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 *
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 * PPM output provided by Joerg Schmalzl.
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 * ASCII PPM output added by Brian Paul.
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 *
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 * Usage: osdemo [filename]
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 */
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#include 
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#include 
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#include 
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#include 
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#include 
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#include 
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#define GL_GLEXT_PROTOTYPES
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#include "GL/osmesa.h"
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#include 
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#include "eglut.h"
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#include 
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void init(void);
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void reshape(int width, int height);
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void draw(void);
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void keyboard(unsigned char key);
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extern GLfloat angle;
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static void idle(void)
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{
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    static uint32_t t0;
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    uint32_t t, dt;
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    t = get_tick_count();
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    dt = t - t0;
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    t0 = t;
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    angle += 70.0 * dt / 100;  /* 70 degrees per second */
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    if (angle > 3600.0)
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        angle -= 3600.0;
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}
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static int time_now(void)
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{
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   struct timeval tv;
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   struct timezone tz;
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   (void) gettimeofday(&tv, &tz);
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   return tv.tv_sec * 1000 + tv.tv_usec / 1000;
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}
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int main(int argc, char *argv[])
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{
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   int Width  = 384;
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   int Height = 384;
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    OSMesaContext ctx;
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    void *buffer;
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    char *filename = NULL;
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    int ev;
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    int repeat=1;
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   /* Create an RGBA-mode context */
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   /* specify Z, stencil, accum sizes */
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    ctx = OSMesaCreateContextExt( OSMESA_BGRA, 16, 0, 0, NULL );
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    if (!ctx) {
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        printf("OSMesaCreateContext failed!\n");
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        return 0;
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    }
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   /* Allocate the image buffer */
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    buffer = malloc( Width * Height * 4 * sizeof(GLubyte) );
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    if (!buffer) {
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        printf("Alloc image buffer failed!\n");
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        return 0;
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    }
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   /* Bind the buffer to the context and make it current */
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   if (!OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, Width, Height )) {
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      printf("OSMesaMakeCurrent failed!\n");
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      return 0;
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   }
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   {
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      int z, s, a;
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      glGetIntegerv(GL_DEPTH_BITS, &z);
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      glGetIntegerv(GL_STENCIL_BITS, &s);
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      glGetIntegerv(GL_ACCUM_RED_BITS, &a);
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      printf("Depth=%d Stencil=%d Accum=%d\n", z, s, a);
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   }
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    reshape(Width, Height);
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    glClearColor( 0, 0, 0, 1);
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    init();
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    draw();
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    DrawWindow(10, 10, Width+TYPE_3_BORDER_WIDTH*2, Height+TYPE_3_BORDER_WIDTH+get_skin_height(),
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               "OpenGL Engine Demo", 0x000000, 0x74);
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    Blit(buffer, TYPE_3_BORDER_WIDTH, get_skin_height(), 0, 0, Width, Height, Width,Height,Width*4);
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    int start = time_now();
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    int frames = 0;
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    while(repeat)
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    {
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        int now = time_now();
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        oskey_t   key;
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        ev = check_os_event();
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        switch(ev)
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        {
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            case 1:
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                DrawWindow(0,0,0,0, NULL, 0x000000,0x74);
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                break;
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            case 2:
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                key = get_key();
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                keyboard(key.code);
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                break;
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            case 3:
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                if(get_os_button()==1)
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                    repeat=0;
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                    continue;
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        };
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        if (now - start >= 5000)
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        {
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            double elapsed = (double) (now - start) / 1000.0;
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            printf("%d frames in %3.1f seconds = %6.3f FPS\n",
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                    frames, elapsed, frames / elapsed);
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            fflush(stdout);
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            start = now;
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            frames = 0;
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        }
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        idle();
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        draw();
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        glFlush();
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        Blit(buffer, TYPE_3_BORDER_WIDTH, get_skin_height(), 0, 0, Width, Height, Width,Height,Width*4);
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        frames++;
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    };
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   /* free the image buffer */
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   free( buffer );
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   /* destroy the context */
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   OSMesaDestroyContext( ctx );
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   return 0;
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}
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