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