Have the rendering contexts share textures.

Put simple checker pattern on the objects.
Press 'd' to delete texture, 'u' to unbind it.
This commit is contained in:
Brian Paul 2004-09-14 20:42:53 +00:00
parent f18fc68707
commit 6917201ede

View file

@ -1,6 +1,7 @@
/*
* Create N GLX windows/contexts and render to them in round-robin
* order.
* Create N GLX windows/contexts and render to them in round-robin order.
* Also, have the contexts share all texture objects.
* Press 'd' to delete a texture, 'u' to unbind it.
*
* Copyright (C) 2000 Brian Paul All Rights Reserved.
*
@ -25,10 +26,12 @@
#include <GL/gl.h>
#include <GL/glx.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <X11/keysym.h>
/*
@ -50,7 +53,7 @@ struct head {
static struct head Heads[MAX_HEADS];
static int NumHeads = 0;
static GLboolean SwapSeparate = GL_TRUE;
static GLuint TexObj = 0;
static void
@ -129,8 +132,14 @@ AddHead(const char *displayName, const char *name)
None, (char **)NULL, 0, &sizehints);
}
ctx = glXCreateContext(dpy, visinfo, NULL, True);
if (NumHeads == 0) {
ctx = glXCreateContext(dpy, visinfo, NULL, True);
}
else {
/* share textures & dlists with 0th context */
printf("sharing\n");
ctx = glXCreateContext(dpy, visinfo, Heads[0].Context, True);
}
if (!ctx) {
Error(displayName, "Couldn't create GLX context");
return NULL;
@ -144,6 +153,27 @@ AddHead(const char *displayName, const char *name)
return NULL;
}
if (NumHeads == 0) {
/* create texture object now */
static const GLubyte checker[2][2][4] = {
{ {255, 255, 255, 255}, { 0, 0, 0, 255} },
{ { 0, 0, 0, 0}, {255, 255, 255, 255} }
};
glGenTextures(1, &TexObj);
assert(TexObj);
glBindTexture(GL_TEXTURE_2D, TexObj);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGB,
GL_UNSIGNED_BYTE, checker);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
/* bind 0th context's texture in this context too */
assert(TexObj);
glBindTexture(GL_TEXTURE_2D, TexObj);
}
glEnable(GL_TEXTURE_2D);
/* save the info for this head */
{
struct head *h = &Heads[NumHeads];
@ -194,9 +224,9 @@ Redraw(struct head *h)
glPushMatrix();
glRotatef(h->Angle, 0, 0, 1);
glBegin(GL_TRIANGLES);
glVertex2f(0, 0.8);
glVertex2f(-0.8, -0.7);
glVertex2f(0.8, -0.7);
glTexCoord2f(0.5, 1.0); glVertex2f(0, 0.8);
glTexCoord2f(0.0, 0.0); glVertex2f(-0.8, -0.7);
glTexCoord2f(1.0, 0.0); glVertex2f(0.8, -0.7);
glEnd();
glPopMatrix();
@ -249,7 +279,30 @@ EventLoop(void)
Resize(h, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
return;
{
char buf[100];
KeySym keySym;
XComposeStatus stat;
XLookupString(&event.xkey, buf, sizeof(buf), &keySym, &stat);
switch (keySym) {
case XK_Escape:
exit(0);
break;
case XK_d:
case XK_D:
printf("Delete Texture in window %d\n", i);
glXMakeCurrent(h->Dpy, h->Win, h->Context);
glDeleteTextures(1, &TexObj);
break;
case XK_u:
case XK_U:
printf("Unbind Texture in window %d\n", i);
glXMakeCurrent(h->Dpy, h->Win, h->Context);
glBindTexture(GL_TEXTURE_2D, 0);
break;
}
}
break;
default:
/*no-op*/ ;
}