| // Copyright (c) 2010 The Chromium OS Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| // Application that displays graphics using OpenGL [ES] with the intent |
| // of being used in functional tests. |
| |
| #include <gflags/gflags.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <string.h> |
| #include <time.h> |
| |
| #include <cmath> |
| |
| #include "glbench/glinterface.h" |
| #include "glbench/main.h" |
| #include "glbench/utils.h" |
| |
| |
| GLuint GenerateAndBindTexture() { |
| GLuint name = ~0; |
| glGenTextures(1, &name); |
| glBindTexture(GL_TEXTURE_2D, name); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| return name; |
| } |
| |
| unsigned char* CreateBitmap(int w, int h) { |
| unsigned char* bitmap = new unsigned char[4 * w * h]; |
| unsigned char* pixel = bitmap; |
| float w2 = 0.5f * w; |
| float h2 = 0.5f * h; |
| for (int y = 0; y < h; y++) { |
| for (int x = 0; x < w; x++) { |
| // Fill with soft ellipse |
| float dx = fabs((x - w2) / w2); |
| float dy = fabs((y - h2) / h2); |
| float dist2 = dx*dx + dy*dy; |
| if (dist2 > 1.f) |
| dist2 = 1.f; |
| *pixel = (1.f - dist2) * 255.f; |
| pixel++; |
| *pixel = (1.f - dist2) * 255.f; |
| pixel++; |
| *pixel = (1.f - dist2) * 255.f; |
| pixel++; |
| *pixel = 0; |
| pixel++; |
| } |
| } |
| return bitmap; |
| } |
| |
| |
| const char kVertexShader[] = |
| "attribute vec4 vertices;" |
| "varying vec2 v1;" |
| "void main() {" |
| " gl_Position = vec4(vertices.x, vertices.y, 0.0, 1.0);" |
| " v1 = vec2(0.5 * vertices.x + 0.5, 0.5 * vertices.y + 0.5);" |
| "}"; |
| |
| const char kFragmentShader[] = |
| "uniform sampler2D tex;" |
| "uniform vec4 color;" |
| "varying vec2 v1;" |
| "void main() {" |
| " gl_FragColor = color * texture2D(tex, v1);" |
| "}"; |
| |
| // Command line flags |
| DEFINE_double(screenshot1_sec, 2.f, "seconds delay before screenshot1_cmd"); |
| DEFINE_double(screenshot2_sec, 1.f, "seconds delay before screenshot2_cmd"); |
| DEFINE_string(screenshot1_cmd, "", "system command to take a screen shot 1"); |
| DEFINE_string(screenshot2_cmd, "", "system command to take a screen shot 2"); |
| DEFINE_double(cooldown_sec, 1.f, "seconds delay after all screenshots"); |
| |
| int main(int argc, char* argv[]) { |
| // Configure full screen |
| g_width = -1; |
| g_height = -1; |
| |
| google::ParseCommandLineFlags(&argc, &argv, true); |
| |
| g_main_gl_interface.reset(GLInterface::Create()); |
| if (!g_main_gl_interface->Init()) { |
| printf("# Error: Failed to initialize %s.\n", argv[0]); |
| return 1; |
| } |
| |
| GLint viewport[2]; |
| glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport); |
| printf("# MAX_VIEWPORT_DIMS=(%d, %d)\n", viewport[0], viewport[1]); |
| if (viewport[0] < g_width || viewport[1] < g_height) { |
| printf("# Error: MAX_VIEWPORT_DIMS too small\n"); |
| return 1; |
| } |
| glViewport(0, 0, g_width, g_height); |
| |
| unsigned char* bitmap = CreateBitmap(g_height, g_width); |
| GLuint texture = GenerateAndBindTexture(); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_height, g_width, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, bitmap); |
| |
| GLfloat vertices[8] = { |
| -1.f, -1.f, |
| 1.f, -1.f, |
| -1.f, 1.f, |
| 1.f, 1.f, |
| }; |
| |
| GLuint program = glbench::InitShaderProgram(kVertexShader, kFragmentShader); |
| int attribute_index = glGetAttribLocation(program, "vertices"); |
| glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
| glEnableVertexAttribArray(attribute_index); |
| |
| int texture_sampler = glGetUniformLocation(program, "tex"); |
| glUniform1i(texture_sampler, 0); |
| |
| int display_color = glGetUniformLocation(program, "color"); |
| float white[4] = {1.0f, 1.0f, 1.0f, 1.0f}; |
| float blue[4] = {0.5f, 0.5f, 1.0f, 1.0f}; |
| |
| uint64_t last_event_time = GetUTime(); |
| enum State { |
| kStateScreenShot1, |
| kStateScreenShot2, |
| kStateCooldown, |
| kStateExit |
| } state = kStateScreenShot1; |
| float seconds_delay_for_next_state[] = { |
| static_cast<float>(FLAGS_screenshot1_sec), |
| static_cast<float>(FLAGS_screenshot2_sec), |
| static_cast<float>(FLAGS_cooldown_sec), |
| 0 |
| }; |
| |
| do { |
| // Draw |
| glClear(GL_COLOR_BUFFER_BIT); |
| if (state == kStateScreenShot1) |
| glUniform4fv(display_color, 1, white); |
| else |
| glUniform4fv(display_color, 1, blue); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| g_main_gl_interface->SwapBuffers(); |
| // Loop until next event |
| float seconds_since_last_event = |
| static_cast<float>(GetUTime() - last_event_time) / 1000000ULL; |
| if (seconds_since_last_event < seconds_delay_for_next_state[state]) |
| continue; |
| |
| // State change. Perform action. |
| switch (state) { |
| case kStateScreenShot1: |
| ignore_result(system(FLAGS_screenshot1_cmd.c_str())); |
| break; |
| case kStateScreenShot2: |
| ignore_result(system(FLAGS_screenshot2_cmd.c_str())); |
| break; |
| default: |
| break; |
| } |
| |
| // Advance to next state |
| last_event_time = GetUTime(); |
| state = static_cast<State>(state + 1); |
| } while (state != kStateExit); |
| |
| glDeleteTextures(1, &texture); |
| g_main_gl_interface->Cleanup(); |
| return 0; |
| } |