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- //========================================================================
- // Context sharing example
- // 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.
- //
- //========================================================================
- #include <glad/gl.h>
- #define GLFW_INCLUDE_NONE
- #include <GLFW/glfw3.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);
- }
- 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)
- {
- GLFWwindow* windows[2];
- GLuint texture, program, vertex_buffer;
- GLint mvp_location, vpos_location, color_location, texture_location;
- glfwSetErrorCallback(error_callback);
- if (!glfwInit())
- exit(EXIT_FAILURE);
- 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
- gladLoadGL(glfwGetProcAddress);
- // 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);
- srand((unsigned int) glfwGetTimerValue());
- 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] =
- {
- { 0.8f, 0.4f, 1.f },
- { 0.3f, 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);
- }
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