From 21666e3db410d3ab9c7e4b18a3c29ae78a04fa95 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Sat, 5 Oct 2002 18:30:13 +0000 Subject: pbuffer info and demo programs --- progs/xdemos/pbdemo.c | 477 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 477 insertions(+) create mode 100644 progs/xdemos/pbdemo.c (limited to 'progs/xdemos/pbdemo.c') diff --git a/progs/xdemos/pbdemo.c b/progs/xdemos/pbdemo.c new file mode 100644 index 0000000000..611e7e594f --- /dev/null +++ b/progs/xdemos/pbdemo.c @@ -0,0 +1,477 @@ +/* $Id: pbdemo.c,v 1.1 2002/10/05 18:30:13 brianp Exp $ */ + +/* + * This program demonstrates how to do "off-screen" rendering using + * the GLX pixel buffer extension. + * + * Written by Brian Paul for the "OpenGL and Window System Integration" + * course presented at SIGGRAPH '97. Updated on 5 October 2002. + * + * Usage: + * pbuffers width height imgfile + * Where: + * width is the width, in pixels, of the image to generate. + * height is the height, in pixels, of the image to generate. + * imgfile is the name of the PPM image file to write. + * + * + * This demo draws 3-D boxes with random orientation. A pbuffer with + * a depth (Z) buffer is prefered but if such a pbuffer can't be created + * we use a non-depth-buffered config. + * + * On machines such as the SGI Indigo you may have to reconfigure your + * display/X server to enable pbuffers. Look in the /usr/gfx/ucode/MGRAS/vof/ + * directory for display configurationswith the _pbuf suffix. Use + * setmon -x to configure your X server and display for pbuffers. + * + * O2 systems seem to support pbuffers well. + * + * IR systems (at least 1RM systems) don't have single-buffered, RGBA, + * Z-buffered pbuffer configs. BUT, they DO have DOUBLE-buffered, RGBA, + * Z-buffered pbuffers. Note how we try four different fbconfig attribute + * lists below! + */ + + +#include +#include +#include +#include +#include +#include "pbutil.h" + + +/* Some ugly global vars */ +static GLXFBConfigSGIX gFBconfig = 0; +static Display *gDpy = NULL; +static int gScreen = 0; +static GLXPbufferSGIX gPBuffer = 0; +static int gWidth, gHeight; + + + +/* + * Create the pbuffer and return a GLXPbufferSGIX handle. + */ +static GLXPbufferSGIX +MakePbuffer( Display *dpy, int screen, int width, int height ) +{ +#define NUM_FB_CONFIGS 4 + char fbString[NUM_FB_CONFIGS][100] = { + "Single Buffered, depth buffer", + "Double Buffered, depth buffer", + "Single Buffered, no depth buffer", + "Double Buffered, no depth buffer" + }; + int fbAttribs[NUM_FB_CONFIGS][100] = { + { + /* Single buffered, with depth buffer */ + GLX_RENDER_TYPE_SGIX, GLX_RGBA_BIT_SGIX, + GLX_DRAWABLE_TYPE_SGIX, GLX_PIXMAP_BIT_SGIX, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DEPTH_SIZE, 1, + GLX_DOUBLEBUFFER, 0, + GLX_STENCIL_SIZE, 0, + None + }, + { + /* Double buffered, with depth buffer */ + GLX_RENDER_TYPE_SGIX, GLX_RGBA_BIT_SGIX, + GLX_DRAWABLE_TYPE_SGIX, GLX_PIXMAP_BIT_SGIX, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DEPTH_SIZE, 1, + GLX_DOUBLEBUFFER, 1, + GLX_STENCIL_SIZE, 0, + None + }, + { + /* Single bufferd, without depth buffer */ + GLX_RENDER_TYPE_SGIX, GLX_RGBA_BIT_SGIX, + GLX_DRAWABLE_TYPE_SGIX, GLX_PIXMAP_BIT_SGIX, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DEPTH_SIZE, 0, + GLX_DOUBLEBUFFER, 0, + GLX_STENCIL_SIZE, 0, + None + }, + { + /* Double bufferd, without depth buffer */ + GLX_RENDER_TYPE_SGIX, GLX_RGBA_BIT_SGIX, + GLX_DRAWABLE_TYPE_SGIX, GLX_PIXMAP_BIT_SGIX, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DEPTH_SIZE, 0, + GLX_DOUBLEBUFFER, 1, + GLX_STENCIL_SIZE, 0, + None + } + }; + int pbAttribs[] = { + GLX_LARGEST_PBUFFER_SGIX, True, + GLX_PRESERVED_CONTENTS_SGIX, False, + None + }; + GLXFBConfigSGIX *fbConfigs; + GLXPbufferSGIX pBuffer = None; + int nConfigs; + int i; + int attempt; + + for (attempt=0; attempt x1) { + tmp = x0; + x0 = x1; + x1 = tmp; + } + if (y0 > y1) { + tmp = y0; + y0 = y1; + y1 = tmp; + } + if (z0 > z1) { + tmp = z0; + z0 = z1; + z1 = tmp; + } + v[0][0] = v[1][0] = v[2][0] = v[3][0] = x0; + v[4][0] = v[5][0] = v[6][0] = v[7][0] = x1; + v[0][1] = v[1][1] = v[4][1] = v[5][1] = y0; + v[2][1] = v[3][1] = v[6][1] = v[7][1] = y1; + v[0][2] = v[3][2] = v[4][2] = v[7][2] = z0; + v[1][2] = v[2][2] = v[5][2] = v[6][2] = z1; + + for (i = 0; i < 6; i++) { + glBegin(type); + glNormal3fv(&n[i][0]); + glVertex3fv(&v[faces[i][0]][0]); + glVertex3fv(&v[faces[i][1]][0]); + glVertex3fv(&v[faces[i][2]][0]); + glVertex3fv(&v[faces[i][3]][0]); + glEnd(); + } +} + + + +/* Render a scene */ +static void +Render(void) +{ + int NumBoxes = 100; + int i; + + InitGL(); + glClearColor(0.2, 0.2, 0.9, 0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + for (i=0;i