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185 lines
4.8 KiB
185 lines
4.8 KiB
//======================================================================== |
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// Context sharing test program |
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org> |
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// |
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// This software is provided 'as-is', without any express or implied |
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// warranty. In no event will the authors be held liable for any damages |
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// arising from the use of this software. |
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// |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it |
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// freely, subject to the following restrictions: |
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// |
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// 1. The origin of this software must not be misrepresented; you must not |
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// claim that you wrote the original software. If you use this software |
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// in a product, an acknowledgment in the product documentation would |
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// be appreciated but is not required. |
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// |
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// 2. Altered source versions must be plainly marked as such, and must not |
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// be misrepresented as being the original software. |
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// |
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// 3. This notice may not be removed or altered from any source |
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// distribution. |
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// |
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//======================================================================== |
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// |
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// This program is used to test sharing of objects between contexts |
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// |
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//======================================================================== |
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#define GLFW_INCLUDE_GLU |
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#include <GL/glfw3.h> |
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#include <stdio.h> |
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#include <stdlib.h> |
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#define WIDTH 400 |
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#define HEIGHT 400 |
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#define OFFSET 50 |
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static GLFWwindow* windows[2]; |
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static void error_callback(int error, const char* description) |
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{ |
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fprintf(stderr, "Error: %s\n", description); |
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} |
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static void key_callback(GLFWwindow* window, int key, int action) |
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{ |
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if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) |
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glfwSetWindowShouldClose(window, GL_TRUE); |
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} |
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static GLFWwindow* open_window(const char* title, GLFWwindow* share, int posX, int posY) |
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{ |
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GLFWwindow* window; |
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glfwWindowHint(GLFW_VISIBLE, GL_FALSE); |
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window = glfwCreateWindow(WIDTH, HEIGHT, title, NULL, share); |
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if (!window) |
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return NULL; |
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glfwMakeContextCurrent(window); |
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glfwSwapInterval(1); |
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glfwSetWindowPos(window, posX, posY); |
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glfwShowWindow(window); |
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glfwSetKeyCallback(window, key_callback); |
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return window; |
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} |
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static GLuint create_texture(void) |
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{ |
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int x, y; |
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char pixels[256 * 256]; |
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GLuint texture; |
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glGenTextures(1, &texture); |
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glBindTexture(GL_TEXTURE_2D, texture); |
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for (y = 0; y < 256; y++) |
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{ |
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for (x = 0; x < 256; x++) |
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pixels[y * 256 + x] = rand() % 256; |
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} |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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return texture; |
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} |
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static void draw_quad(GLuint texture) |
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{ |
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int width, height; |
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glfwGetWindowSize(glfwGetCurrentContext(), &width, &height); |
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glViewport(0, 0, width, height); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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gluOrtho2D(0.f, 1.f, 0.f, 1.f); |
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glEnable(GL_TEXTURE_2D); |
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glBindTexture(GL_TEXTURE_2D, texture); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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glBegin(GL_QUADS); |
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glTexCoord2f(0.f, 0.f); |
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glVertex2f(0.f, 0.f); |
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glTexCoord2f(1.f, 0.f); |
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glVertex2f(1.f, 0.f); |
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glTexCoord2f(1.f, 1.f); |
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glVertex2f(1.f, 1.f); |
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glTexCoord2f(0.f, 1.f); |
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glVertex2f(0.f, 1.f); |
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glEnd(); |
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} |
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int main(int argc, char** argv) |
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{ |
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int x, y, width; |
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GLuint texture; |
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glfwSetErrorCallback(error_callback); |
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if (!glfwInit()) |
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exit(EXIT_FAILURE); |
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windows[0] = open_window("First", NULL, OFFSET, OFFSET); |
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if (!windows[0]) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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// This is the one and only time we create a texture |
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// It is created inside the first context, created above |
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// It will then be shared with the second context, created below |
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texture = create_texture(); |
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glfwGetWindowPos(windows[0], &x, &y); |
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glfwGetWindowSize(windows[0], &width, NULL); |
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// Put the second window to the right of the first one |
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windows[1] = open_window("Second", windows[0], x + width + OFFSET, y); |
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if (!windows[1]) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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// Set drawing color for both contexts |
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glfwMakeContextCurrent(windows[0]); |
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glColor3f(0.6f, 0.f, 0.6f); |
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glfwMakeContextCurrent(windows[1]); |
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glColor3f(0.6f, 0.6f, 0.f); |
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glfwMakeContextCurrent(windows[0]); |
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while (!glfwWindowShouldClose(windows[0]) && |
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!glfwWindowShouldClose(windows[1])) |
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{ |
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glfwMakeContextCurrent(windows[0]); |
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draw_quad(texture); |
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glfwMakeContextCurrent(windows[1]); |
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draw_quad(texture); |
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glfwSwapBuffers(windows[0]); |
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glfwSwapBuffers(windows[1]); |
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glfwWaitEvents(); |
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} |
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glfwTerminate(); |
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exit(EXIT_SUCCESS); |
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} |
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