Acme-MITHALDU-BleedingOpenGL

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test.pl  view on Meta::CPAN

    my $start = gettimeofday();
    for (my $i=0;$i<$loops;$i++)
    {
      my($blob) = $im->ImageToBlob();

      glTexImage2D_s(GL_TEXTURE_2D, 0, GL_RGBA8, $Tex_Width, $Tex_Height,
        0, GL_RGBA, GL_UNSIGNED_BYTE, $blob);
    }
    my $now = gettimeofday();
    my $fps = $loops / ($now - $start);
    print "ImageToBlob + glTexImage2D_s: $fps\n";


    # Bench GetPixels
    $start = gettimeofday();
    for (my $i=0;$i<$loops;$i++)
    {
      my @pixels = $im->GetPixels(map=>'BGRA',
        width=>$Tex_Width, height=>$Tex_Height, normalize=>'false');

      glTexImage2D_p(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
        0, $Tex_Format, $Tex_Size, @pixels);
    }
    $now = gettimeofday();
    $fps = $loops / ($now - $start);
    print "GetPixels + glTexImage2D_p: $fps\n";


    # Bench OpenGL::Image
    if ($hasIM_635)
    {
      my $start = gettimeofday();
      for (my $i=0;$i<$loops;$i++)
      {
        glTexImage2D_c(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
          0, $Tex_Format, $Tex_Size, $Tex_Pixels->ptr());
      }
      my $now = gettimeofday();
      my $fps = $loops / ($now - $start);
      print "OpenGL::Image + glTexImage2D_c: $fps\n";
    }
  }

  # Build FBO texture
  if ($hasFBO)
  {
    printf("Using FBOs\n");

    ($FrameBufferID) = glGenFramebuffersEXT_p(1);
    ($RenderBufferID) = glGenRenderbuffersEXT_p(1);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $FrameBufferID);
    glBindTexture(GL_TEXTURE_2D, $TextureID_FBO);

    # Initiate texture
    glTexImage2D_c(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
      0, $Tex_Format, $Tex_Size, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    # Bind texture/frame/render buffers
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
      GL_TEXTURE_2D, $TextureID_FBO, 0);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, $RenderBufferID);
    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_ARB,
      $Tex_Width, $Tex_Height);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
      GL_RENDERBUFFER_EXT, $RenderBufferID);

    # Test status
    if (DO_TESTS)
    {
      my $stat = glCheckFramebufferStatusEXT(GL_RENDERBUFFER_EXT);
      printf("FBO Status: %04X\n",$stat);
    }
  }

  # Select active texture
  ourSelectTexture();

  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
}

sub ourSelectTexture
{
    glBindTexture(GL_TEXTURE_2D, $FBO_On ? $TextureID_FBO : $TextureID_image);
}

sub ourInitShaders
{
  # Setup Vertex/Fragment Programs to render FBO texture

  if ($hasShader)
  {
    my $version = $OpenGL::Shader::VERSION;
    printf("Using OpenGL::Shader v$version\n");
    my $types = OpenGL::Shader->GetTypes();
    my @types = keys(%$types);
    printf("This installation supports the following shader types: %s\n", join(',', @types));

    # Use OpenGL::Shader
    $Shader = new OpenGL::Shader();
    if (!$Shader)
    {
      printf("Unable to instantiate OpenGL::Shader\n");
      return;
    }

    my $type = $Shader->GetType();
    my $ext = lc($type);

    my $stat = $Shader->LoadFiles("fragment.$ext","vertex.$ext");
    if (!$stat)
    {
      my $ver = $Shader->GetVersion();
      print "Using OpenGL::Shader('$type') v$ver\n";
      return;
    }
    else
    {
      print "$stat\n";

test.pl  view on Meta::CPAN


# Capture window
sub Capture
{
  my(%params) = @_;

  my($w) = glutGet( GLUT_WINDOW_WIDTH );
  my($h) = glutGet( GLUT_WINDOW_HEIGHT );
	
  glPushAttrib( GL_ENABLE_BIT | GL_VIEWPORT_BIT |
    GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT);
  glDisable( GL_LIGHTING );
  glDisable( GL_FOG );
  glDisable( GL_TEXTURE_2D );
  glDisable( GL_DEPTH_TEST );
  glDisable( GL_CULL_FACE );
  glDisable( GL_STENCIL_TEST );
 
  glViewport( 0, 0, $w, $h );
  glMatrixMode( GL_PROJECTION );
  glPushMatrix();
  glLoadIdentity();
  eval { gluOrtho2D( 0, $w, 0, $h ); 1 } or $er++ or warn "Catched: $@";
  glMatrixMode( GL_MODELVIEW );
  glPushMatrix();
  glLoadIdentity();
  
  glPixelZoom( 1, 1 );

  # Save
  if ($params{Save})
  {
    Save($w,$h,$params{Save});
  }
  # Inset
  elsif ($params{Inset})
  {
    Inset($w,$h);
  }

  glMatrixMode( GL_PROJECTION );
  glPopMatrix();
  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();
  glPopAttrib();
}

# Display inset
sub Inset
{
  my($w,$h) = @_;

  my $Capture_X = int(($w - $Inset_Width) / 2);
  my $Capture_Y = int(($h - $Inset_Height) / 2);
  my $Inset_X = $w - ($Inset_Width + 2);
  my $Inset_Y = $h - ($Inset_Height + 2);

  # Using OpenGL::Image and ImageMagick to read/modify/draw pixels
  if ($hasIM_635)
  {
    my $frame = new OpenGL::Image(engine=>'Magick',
      width=>$Inset_Width, height=>$Inset_Height);
    die $@ if $@;
    my($fmt,$size) = $frame->Get('gl_format','gl_type');

    glReadPixels_c( $Capture_X, $Capture_Y, $Inset_Width, $Inset_Height,
      $fmt, $size, $frame->Ptr() );

    # Do this before making native calls
    $frame->Sync();

    # For grins, use ImageMagick to modify the inset
    $frame->Native->Blur(radius=>2,sigma=>2);

    # Do this when done making native calls
    $frame->SyncOGA();

    glRasterPos2f( $Inset_X, $Inset_Y );
    glDrawPixels_c( $Inset_Width, $Inset_Height, $fmt, $size, $frame->Ptr() );
  }
  # Fastest approach
  else
  {
    my $len = $Inset_Width * $Inset_Height * 4;
    my $oga = new OpenGL::Array($len,GL_UNSIGNED_BYTE);

    glReadPixels_c( $Capture_X, $Capture_Y, $Inset_Width, $Inset_Height,
      GL_RGBA, GL_UNSIGNED_BYTE, $oga->ptr() );
    glRasterPos2f( $Inset_X, $Inset_Y );
    glDrawPixels_c( $Inset_Width, $Inset_Height, GL_RGBA, GL_UNSIGNED_BYTE, $oga->ptr() );
  }
}

# Capture/save window
sub Save
{
  my($w,$h,$file) = @_;

  if ($hasImage)
  {
    my $frame = new OpenGL::Image(width=>$w, height=>$h);
    my($fmt,$size) = $frame->Get('gl_format','gl_type');

    glReadPixels_c( 0, 0, $w, $h, $fmt, $size, $frame->Ptr() );
    $frame->Save($file);
  }
  else
  {
    print "Need OpenGL::Image and ImageMagick 6.3.5 or newer for file capture!\n";
  }
}

# Cleanup routine
sub ourCleanup
{
  print "Starting cleanup ...\n";
  # Disable app
  glutHideWindow();
  glutKeyboardUpFunc();
  glutKeyboardFunc();
  glutSpecialUpFunc();
  glutSpecialFunc();
  glutIdleFunc();
  glutReshapeFunc();

  ReleaseResources();

  # Now you can destroy window
  if (defined($gameMode))
  {
    print "Leaving game mode.\n";
    glutLeaveGameMode();
  }
  else
  {
    print "Destroying window.\n";
    glutDestroyWindow($Window_ID);
  }
  undef($Window_ID);
  print "Cleanup completed.\n";
}

sub ReleaseResources
{
  return if (!defined($Window_ID));

  if ($hasFBO)
  {
    # Release resources
    glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
    glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );

    glDeleteRenderbuffersEXT_p( $RenderBufferID ) if ($RenderBufferID);
    glDeleteFramebuffersEXT_p( $FrameBufferID ) if ($FrameBufferID);
  }

  if ($Shader)
  {
    undef($Shader);
  }
  elsif ($hasFragProg)
  {
    glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0);
    glDeleteProgramsARB_p( $VertexProgID ) if ($VertexProgID);

test.pl  view on Meta::CPAN

   if (not glutGet(GLUT_DISPLAY_MODE_POSSIBLE))
   {
      warn "glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_ALPHA) not possible";
      warn "...trying without GLUT_ALPHA";
      # try without GLUT_ALPHA
      glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
      if (not glutGet(GLUT_DISPLAY_MODE_POSSIBLE))
      {
         warn "glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH) not possible, exiting quietly";
         exit 0;
      }
   }

}

#glutInitDisplayString("rgb alpha>=0 double depth");

# Open Window
if (defined($gameMode) && glutGameModeString($gameMode))
{
  print "Running in Game Mode $gameMode\n";
  glutGameModeString($gameMode);
  $Window_ID = glutEnterGameMode();
  $Window_Width = glutGameModeGet( GLUT_GAME_MODE_WIDTH );
  $Window_Height = glutGameModeGet( GLUT_GAME_MODE_HEIGHT );
}
else
{
  glutInitWindowSize($Window_Width, $Window_Height);
  $Window_ID = glutCreateWindow( PROGRAM_TITLE );
}

# Get OpenGL Info
print "\n";
print PROGRAM_TITLE;
print ' (using hires timer)' if ($hasHires);
print "\n\n";
my $version = glGetString(GL_VERSION);
my $vendor = glGetString(GL_VENDOR);
my $renderer = glGetString(GL_RENDERER);
print "Using POGL v$Acme::MITHALDU::BleedingOpenGL::BUILD_VERSION\n";
print "OpenGL installation: $version\n$vendor\n$renderer\n\n";

print "Installed extensions (* implemented in the module):\n";
my $extensions = glGetString(GL_EXTENSIONS);
my @extensions = split(' ',$extensions);
foreach my $ext (sort @extensions)
{
  my $stat = glpCheckExtension($ext);
  printf("%s $ext\n",$stat?' ':'*');
  print("    $stat\n") if ($stat && $stat !~ m|^$ext |);
}

if (!Acme::MITHALDU::BleedingOpenGL::glpCheckExtension('GL_ARB_vertex_buffer_object'))
{
  #$hasVBO = 1;
  # Perl 5.10 crashes on VBOs!
  $hasVBO = ($PERL_VERSION !~ m|^5\.10\.|);
}

if (!Acme::MITHALDU::BleedingOpenGL::glpCheckExtension('GL_EXT_framebuffer_object'))
{
  $hasFBO = 1;
  $FBO_On = 1;

  if (!Acme::MITHALDU::BleedingOpenGL::glpCheckExtension('GL_ARB_fragment_program'))
  {
    $hasFragProg = 1;
    $FBO_On++;
  }
}


# Register the callback function to do the drawing.
glutDisplayFunc(\&cbRenderScene);

# If there's nothing to do, draw.
glutIdleFunc(\&cbRenderScene);

# It's a good idea to know when our window's resized.
glutReshapeFunc(\&cbResizeScene);
#glutWindowStatusFunc(\&cbWindowStat);

# And let's get some keyboard input.
glutKeyboardFunc(\&cbKeyPressed);
glutSpecialFunc(\&cbSpecialKeyPressed);
glutKeyboardUpFunc(\&cbKeyUp);
glutSpecialUpFunc(\&cbSpecialKeyUp);

# Mouse handlers.
glutMouseFunc(\&cbMouseClick);
#glutMotionFunc(\&cbMouseDrag);
#glutPassiveMotionFunc(\&cbMouseTrack);

# Handle window close events.
glutCloseFunc(\&cbClose) if Acme::MITHALDU::BleedingOpenGL::_have_freeglut();

# OK, OpenGL's ready to go.  Let's call our own init function.
ourInit($Window_Width, $Window_Height);


# Print out a bit of help dialog.
print qq
{
Hold down arrow keys to rotate, 'r' to reverse, 's' to stop.
Page up/down will move cube away from/towards camera.
Use first letter of shown display mode settings to alter.
Press 'g' to toggle fullscreen mode (not supported on all platforms).
Press 'c' to capture/save a RGBA targa file.
'q' or [Esc] to quit; OpenGL window must have focus for input.

};

# Pass off control to OpenGL.
# Above functions are called as appropriate.
if (Acme::MITHALDU::BleedingOpenGL::_have_freeglut()) {
   print "Setting window close to trigger return from mainloop (freeglut).\n";
   glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS)
}

print "Entering glutMainLoop\n";



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