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							266 lines
						
					
					
						
							7.9 KiB
						
					
					
				| //======================================================================== | |
| // Context sharing test program | |
| // Copyright (c) Camilla Löwy <elmindreda@glfw.org> | |
| // | |
| // This software is provided 'as-is', without any express or implied | |
| // warranty. In no event will the authors be held liable for any damages | |
| // arising from the use of this software. | |
| // | |
| // Permission is granted to anyone to use this software for any purpose, | |
| // including commercial applications, and to alter it and redistribute it | |
| // freely, subject to the following restrictions: | |
| // | |
| // 1. The origin of this software must not be misrepresented; you must not | |
| //    claim that you wrote the original software. If you use this software | |
| //    in a product, an acknowledgment in the product documentation would | |
| //    be appreciated but is not required. | |
| // | |
| // 2. Altered source versions must be plainly marked as such, and must not | |
| //    be misrepresented as being the original software. | |
| // | |
| // 3. This notice may not be removed or altered from any source | |
| //    distribution. | |
| // | |
| //======================================================================== | |
| // | |
| // This program is used to test sharing of objects between contexts | |
| // | |
| //======================================================================== | |
|  | |
| #include <glad/glad.h> | |
| #include <GLFW/glfw3.h> | |
|  | |
| #include <time.h> | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
|  | |
| #include "getopt.h" | |
| #include "linmath.h" | |
|  | |
| static const char* vertex_shader_text = | |
| "#version 110\n" | |
| "uniform mat4 MVP;\n" | |
| "attribute vec2 vPos;\n" | |
| "varying vec2 texcoord;\n" | |
| "void main()\n" | |
| "{\n" | |
| "    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" | |
| "    texcoord = vPos;\n" | |
| "}\n"; | |
| 
 | |
| static const char* fragment_shader_text = | |
| "#version 110\n" | |
| "uniform sampler2D texture;\n" | |
| "uniform vec3 color;\n" | |
| "varying vec2 texcoord;\n" | |
| "void main()\n" | |
| "{\n" | |
| "    gl_FragColor = vec4(color * texture2D(texture, texcoord).rgb, 1.0);\n" | |
| "}\n"; | |
| 
 | |
| static const vec2 vertices[4] = | |
| { | |
|     { 0.f, 0.f }, | |
|     { 1.f, 0.f }, | |
|     { 1.f, 1.f }, | |
|     { 0.f, 1.f } | |
| }; | |
| 
 | |
| static void error_callback(int error, const char* description) | |
| { | |
|     fprintf(stderr, "Error: %s\n", description); | |
| } | |
| 
 | |
| void APIENTRY debug_callback(GLenum source, | |
|                              GLenum type, | |
|                              GLuint id, | |
|                              GLenum severity, | |
|                              GLsizei length, | |
|                              const GLchar* message, | |
|                              const void* user) | |
| { | |
|     fprintf(stderr, "Error: %s\n", message); | |
| } | |
| 
 | |
| static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | |
| { | |
|     if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) | |
|         glfwSetWindowShouldClose(window, GLFW_TRUE); | |
| } | |
| 
 | |
| int main(int argc, char** argv) | |
| { | |
|     int ch; | |
|     GLFWwindow* windows[2]; | |
|     GLuint texture, program, vertex_buffer; | |
|     GLint mvp_location, vpos_location, color_location, texture_location; | |
| 
 | |
|     srand((unsigned int) time(NULL)); | |
| 
 | |
|     glfwSetErrorCallback(error_callback); | |
| 
 | |
|     if (!glfwInit()) | |
|         exit(EXIT_FAILURE); | |
| 
 | |
|     while ((ch = getopt(argc, argv, "d")) != -1) | |
|     { | |
|         switch (ch) | |
|         { | |
|             case 'd': | |
|                 glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); | |
|                 break; | |
|         } | |
|     } | |
| 
 | |
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | |
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | |
| 
 | |
|     windows[0] = glfwCreateWindow(400, 400, "First", NULL, NULL); | |
|     if (!windows[0]) | |
|     { | |
|         glfwTerminate(); | |
|         exit(EXIT_FAILURE); | |
|     } | |
| 
 | |
|     glfwSetKeyCallback(windows[0], key_callback); | |
| 
 | |
|     glfwMakeContextCurrent(windows[0]); | |
| 
 | |
|     // Only enable vsync for the first of the windows to be swapped to | |
|     // avoid waiting out the interval for each window | |
|     glfwSwapInterval(1); | |
| 
 | |
|     // The contexts are created with the same APIs so the function | |
|     // pointers should be re-usable between them | |
|     gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); | |
| 
 | |
|     if (GLAD_GL_KHR_debug) | |
|     { | |
|         glDebugMessageCallback(debug_callback, NULL); | |
|         glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); | |
|     } | |
| 
 | |
|     // Create the OpenGL objects inside the first context, created above | |
|     // All objects will be shared with the second context, created below | |
|     { | |
|         int x, y; | |
|         char pixels[16 * 16]; | |
|         GLuint vertex_shader, fragment_shader; | |
| 
 | |
|         glGenTextures(1, &texture); | |
|         glBindTexture(GL_TEXTURE_2D, texture); | |
| 
 | |
|         for (y = 0;  y < 16;  y++) | |
|         { | |
|             for (x = 0;  x < 16;  x++) | |
|                 pixels[y * 16 + x] = rand() % 256; | |
|         } | |
| 
 | |
|         glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| 
 | |
|         vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
|         glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); | |
|         glCompileShader(vertex_shader); | |
| 
 | |
|         fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
|         glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); | |
|         glCompileShader(fragment_shader); | |
| 
 | |
|         program = glCreateProgram(); | |
|         glAttachShader(program, vertex_shader); | |
|         glAttachShader(program, fragment_shader); | |
|         glLinkProgram(program); | |
| 
 | |
|         mvp_location = glGetUniformLocation(program, "MVP"); | |
|         color_location = glGetUniformLocation(program, "color"); | |
|         texture_location = glGetUniformLocation(program, "texture"); | |
|         vpos_location = glGetAttribLocation(program, "vPos"); | |
| 
 | |
|         glGenBuffers(1, &vertex_buffer); | |
|         glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
|         glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
|     } | |
| 
 | |
|     glUseProgram(program); | |
|     glUniform1i(texture_location, 0); | |
| 
 | |
|     glEnable(GL_TEXTURE_2D); | |
|     glBindTexture(GL_TEXTURE_2D, texture); | |
| 
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
|     glEnableVertexAttribArray(vpos_location); | |
|     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | |
|                           sizeof(vertices[0]), (void*) 0); | |
| 
 | |
|     windows[1] = glfwCreateWindow(400, 400, "Second", NULL, windows[0]); | |
|     if (!windows[1]) | |
|     { | |
|         glfwTerminate(); | |
|         exit(EXIT_FAILURE); | |
|     } | |
| 
 | |
|     // Place the second window to the right of the first | |
|     { | |
|         int xpos, ypos, left, right, width; | |
| 
 | |
|         glfwGetWindowSize(windows[0], &width, NULL); | |
|         glfwGetWindowFrameSize(windows[0], &left, NULL, &right, NULL); | |
|         glfwGetWindowPos(windows[0], &xpos, &ypos); | |
| 
 | |
|         glfwSetWindowPos(windows[1], xpos + width + left + right, ypos); | |
|     } | |
| 
 | |
|     glfwSetKeyCallback(windows[1], key_callback); | |
| 
 | |
|     glfwMakeContextCurrent(windows[1]); | |
| 
 | |
|     // While objects are shared, the global context state is not and will | |
|     // need to be set up for each context | |
|  | |
|     glUseProgram(program); | |
| 
 | |
|     glEnable(GL_TEXTURE_2D); | |
|     glBindTexture(GL_TEXTURE_2D, texture); | |
| 
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
|     glEnableVertexAttribArray(vpos_location); | |
|     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | |
|                           sizeof(vertices[0]), (void*) 0); | |
| 
 | |
|     while (!glfwWindowShouldClose(windows[0]) && | |
|            !glfwWindowShouldClose(windows[1])) | |
|     { | |
|         int i; | |
|         const vec3 colors[2] = | |
|         { | |
|             { 0.3f, 0.4f, 1.f }, | |
|             { 0.8f, 0.4f, 1.f } | |
|         }; | |
| 
 | |
|         for (i = 0;  i < 2;  i++) | |
|         { | |
|             int width, height; | |
|             mat4x4 mvp; | |
| 
 | |
|             glfwGetFramebufferSize(windows[i], &width, &height); | |
|             glfwMakeContextCurrent(windows[i]); | |
| 
 | |
|             glViewport(0, 0, width, height); | |
| 
 | |
|             mat4x4_ortho(mvp, 0.f, 1.f, 0.f, 1.f, 0.f, 1.f); | |
|             glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); | |
|             glUniform3fv(color_location, 1, colors[i]); | |
|             glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | |
| 
 | |
|             glfwSwapBuffers(windows[i]); | |
|         } | |
| 
 | |
|         glfwWaitEvents(); | |
|     } | |
| 
 | |
|     glfwTerminate(); | |
|     exit(EXIT_SUCCESS); | |
| } | |
| 
 | |
| 
 |