/* * Test sharing of display lists and texture objects between GLX contests. * Brian Paul * Summer 2000 * * * Copyright (C) 2000 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include <GL/gl.h> #include <GL/glx.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <string.h> struct window { char DisplayName[1000]; Display *Dpy; Window Win; GLXContext Context; float Angle; int Id; }; #define MAX_WINDOWS 20 static struct window Windows[MAX_WINDOWS]; static int NumWindows = 0; static GLuint Textures[3]; static GLuint CubeList; static void Error(const char *display, const char *msg) { fprintf(stderr, "Error on display %s - %s\n", display, msg); exit(1); } static struct window * AddWindow(const char *displayName, int xpos, int ypos, const struct window *shareWindow) { Display *dpy; Window win; GLXContext ctx; int attrib[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 1, None }; int scrnum; XSetWindowAttributes attr; unsigned long mask; Window root; XVisualInfo *visinfo; int width = 300, height = 300; if (NumWindows >= MAX_WINDOWS) return NULL; dpy = XOpenDisplay(displayName); if (!dpy) { Error(displayName, "Unable to open display"); return NULL; } scrnum = DefaultScreen(dpy); root = RootWindow(dpy, scrnum); visinfo = glXChooseVisual(dpy, scrnum, attrib); if (!visinfo) { Error(displayName, "Unable to find RGB, double-buffered visual"); return NULL; } /* window attributes */ attr.background_pixel = 0; attr.border_pixel = 0; attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone); attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask; win = XCreateWindow(dpy, root, xpos, ypos, width, height, 0, visinfo->depth, InputOutput, visinfo->visual, mask, &attr); if (!win) { Error(displayName, "Couldn't create window"); return NULL; } { XSizeHints sizehints; sizehints.x = xpos; sizehints.y = ypos; sizehints.width = width; sizehints.height = height; sizehints.flags = USSize | USPosition; XSetNormalHints(dpy, win, &sizehints); XSetStandardProperties(dpy, win, displayName, displayName, None, (char **)NULL, 0, &sizehints); } ctx = glXCreateContext(dpy, visinfo, shareWindow ? shareWindow->Context : NULL, True); if (!ctx) { Error(displayName, "Couldn't create GLX context"); return NULL; } XMapWindow(dpy, win); if (!glXMakeCurrent(dpy, win, ctx)) { Error(displayName, "glXMakeCurrent failed"); printf("glXMakeCurrent failed in Redraw()\n"); return NULL; } /* save the info for this window */ { static int id = 0; struct window *h = &Windows[NumWindows]; strcpy(h->DisplayName, displayName); h->Dpy = dpy; h->Win = win; h->Context = ctx; h->Angle = 0.0; h->Id = id++; NumWindows++; return &Windows[NumWindows-1]; } } static void InitGLstuff(struct window *h) { if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) { Error(h->DisplayName, "glXMakeCurrent failed in InitGLstuff"); return; } glGenTextures(3, Textures); /* setup first texture object */ { GLubyte image[16][16][4]; GLint i, j; glBindTexture(GL_TEXTURE_2D, Textures[0]); /* red/white checkerboard */ for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { if ((i ^ j) & 1) { image[i][j][0] = 255; image[i][j][1] = 255; image[i][j][2] = 255; image[i][j][3] = 255; } else { image[i][j][0] = 255; image[i][j][1] = 0; image[i][j][2] = 0; image[i][j][3] = 255; } } } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } /* setup second texture object */ { GLubyte image[8][8][3]; GLint i, j; glBindTexture(GL_TEXTURE_2D, Textures[1]); /* green/yellow checkerboard */ for (i = 0; i < 8; i++) { for (j = 0; j < 8; j++) { if ((i ^ j) & 1) { image[i][j][0] = 0; image[i][j][1] = 255; image[i][j][2] = 0; } else { image[i][j][0] = 255; image[i][j][1] = 255; image[i][j][2] = 0; } } } glPixelStorei(GL_UNPACK_ALIGNMENT, 2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } /* setup second texture object */ { GLubyte image[4][4][3]; GLint i, j; glBindTexture(GL_TEXTURE_2D, Textures[2]); /* blue/gray checkerboard */ for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { if ((i ^ j) & 1) { image[i][j][0] = 0; image[i][j][1] = 0; image[i][j][2] = 255; } else { image[i][j][0] = 200; image[i][j][1] = 200; image[i][j][2] = 200; } } } glPixelStorei(GL_UNPACK_ALIGNMENT, 2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } /* Now make the cube object display list */ CubeList = glGenLists(1); glNewList(CubeList, GL_COMPILE); { glBindTexture(GL_TEXTURE_2D, Textures[0]); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex3f(-1, -1, -1); glTexCoord2f(1, 0); glVertex3f(-1, 1, -1); glTexCoord2f(1, 1); glVertex3f(-1, 1, 1); glTexCoord2f(0, 1); glVertex3f(-1, -1, 1); glEnd(); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex3f(1, -1, -1); glTexCoord2f(1, 0); glVertex3f(1, 1, -1); glTexCoord2f(1, 1); glVertex3f(1, 1, 1); glTexCoord2f(0, 1); glVertex3f(1, -1, 1); glEnd(); glBindTexture(GL_TEXTURE_2D, Textures[1]); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex3f(-1, -1, -1); glTexCoord2f(1, 0); glVertex3f( 1, -1, -1); glTexCoord2f(1, 1); glVertex3f( 1, -1, 1); glTexCoord2f(0, 1); glVertex3f(-1, -1, 1); glEnd(); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex3f(-1, 1, -1); glTexCoord2f(1, 0); glVertex3f( 1, 1, -1); glTexCoord2f(1, 1); glVertex3f( 1, 1, 1); glTexCoord2f(0, 1); glVertex3f(-1, 1, 1); glEnd(); glBindTexture(GL_TEXTURE_2D, Textures[2]); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex3f(-1, -1, -1); glTexCoord2f(1, 0); glVertex3f( 1, -1, -1); glTexCoord2f(1, 1); glVertex3f( 1, 1, -1); glTexCoord2f(0, 1); glVertex3f(-1, 1, -1); glEnd(); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex3f(-1, -1, 1); glTexCoord2f(1, 0); glVertex3f( 1, -1, 1); glTexCoord2f(1, 1); glVertex3f( 1, 1, 1); glTexCoord2f(0, 1); glVertex3f(-1, 1, 1); glEnd(); } glEndList(); printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_VERSION: %s\n", (char *) glGetString(GL_VERSION)); printf("GL_VENDOR: %s\n", (char *) glGetString(GL_VENDOR)); } static void Redraw(struct window *h) { if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) { Error(h->DisplayName, "glXMakeCurrent failed"); printf("glXMakeCurrent failed in Redraw()\n"); return; } h->Angle += 1.0; glShadeModel(GL_FLAT); glClearColor(0.25, 0.25, 0.25, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor3f(1, 1, 1); glPushMatrix(); if (h->Id == 0) glRotatef(h->Angle, 0, 1, -1); else if (h->Id == 1) glRotatef(-(h->Angle), 0, 1, -1); else if (h->Id == 2) glRotatef(h->Angle, 0, 1, 1); else if (h->Id == 3) glRotatef(-(h->Angle), 0, 1, 1); glCallList(CubeList); glPopMatrix(); glXSwapBuffers(h->Dpy, h->Win); } static void Resize(const struct window *h, unsigned int width, unsigned int height) { if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) { Error(h->DisplayName, "glXMakeCurrent failed in Resize()"); return; } glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1, 1, -1, 1, 2, 10); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -4.5); } static void EventLoop(void) { while (1) { int i; for (i = 0; i < NumWindows; i++) { struct window *h = &Windows[i]; while (XPending(h->Dpy) > 0) { XEvent event; XNextEvent(h->Dpy, &event); if (event.xany.window == h->Win) { switch (event.type) { case Expose: Redraw(h); break; case ConfigureNotify: Resize(h, event.xconfigure.width, event.xconfigure.height); break; case KeyPress: return; default: /*no-op*/ ; } } else { printf("window mismatch\n"); } } Redraw(h); } usleep(1); } } #if 0 static void PrintInfo(const struct window *h) { printf("Name: %s\n", h->DisplayName); printf(" Display: %p\n", (void *) h->Dpy); printf(" Window: 0x%x\n", (int) h->Win); printf(" Context: 0x%x\n", (int) h->Context); } #endif int main(int argc, char *argv[]) { const char *dpyName = XDisplayName(NULL); struct window *h0, *h1, *h2, *h3; /* four windows and contexts sharing display lists and texture objects */ h0 = AddWindow(dpyName, 10, 10, NULL); h1 = AddWindow(dpyName, 330, 10, h0); h2 = AddWindow(dpyName, 10, 350, h0); h3 = AddWindow(dpyName, 330, 350, h0); InitGLstuff(h0); EventLoop(); return 0; }