offscreen.c 5.0 KB

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  1. //========================================================================
  2. // Offscreen rendering example
  3. // Copyright (c) Camilla Löwy <elmindreda@glfw.org>
  4. //
  5. // This software is provided 'as-is', without any express or implied
  6. // warranty. In no event will the authors be held liable for any damages
  7. // arising from the use of this software.
  8. //
  9. // Permission is granted to anyone to use this software for any purpose,
  10. // including commercial applications, and to alter it and redistribute it
  11. // freely, subject to the following restrictions:
  12. //
  13. // 1. The origin of this software must not be misrepresented; you must not
  14. // claim that you wrote the original software. If you use this software
  15. // in a product, an acknowledgment in the product documentation would
  16. // be appreciated but is not required.
  17. //
  18. // 2. Altered source versions must be plainly marked as such, and must not
  19. // be misrepresented as being the original software.
  20. //
  21. // 3. This notice may not be removed or altered from any source
  22. // distribution.
  23. //
  24. //========================================================================
  25. #include <glad/gl.h>
  26. #define GLFW_INCLUDE_NONE
  27. #include <GLFW/glfw3.h>
  28. #if USE_NATIVE_OSMESA
  29. #define GLFW_EXPOSE_NATIVE_OSMESA
  30. #include <GLFW/glfw3native.h>
  31. #endif
  32. #include "linmath.h"
  33. #include <stdlib.h>
  34. #include <stdio.h>
  35. #define STB_IMAGE_WRITE_IMPLEMENTATION
  36. #include <stb_image_write.h>
  37. static const struct
  38. {
  39. float x, y;
  40. float r, g, b;
  41. } vertices[3] =
  42. {
  43. { -0.6f, -0.4f, 1.f, 0.f, 0.f },
  44. { 0.6f, -0.4f, 0.f, 1.f, 0.f },
  45. { 0.f, 0.6f, 0.f, 0.f, 1.f }
  46. };
  47. static const char* vertex_shader_text =
  48. "#version 110\n"
  49. "uniform mat4 MVP;\n"
  50. "attribute vec3 vCol;\n"
  51. "attribute vec2 vPos;\n"
  52. "varying vec3 color;\n"
  53. "void main()\n"
  54. "{\n"
  55. " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
  56. " color = vCol;\n"
  57. "}\n";
  58. static const char* fragment_shader_text =
  59. "#version 110\n"
  60. "varying vec3 color;\n"
  61. "void main()\n"
  62. "{\n"
  63. " gl_FragColor = vec4(color, 1.0);\n"
  64. "}\n";
  65. static void error_callback(int error, const char* description)
  66. {
  67. fprintf(stderr, "Error: %s\n", description);
  68. }
  69. int main(void)
  70. {
  71. GLFWwindow* window;
  72. GLuint vertex_buffer, vertex_shader, fragment_shader, program;
  73. GLint mvp_location, vpos_location, vcol_location;
  74. float ratio;
  75. int width, height;
  76. mat4x4 mvp;
  77. char* buffer;
  78. glfwSetErrorCallback(error_callback);
  79. glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE);
  80. if (!glfwInit())
  81. exit(EXIT_FAILURE);
  82. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  83. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  84. glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
  85. window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
  86. if (!window)
  87. {
  88. glfwTerminate();
  89. exit(EXIT_FAILURE);
  90. }
  91. glfwMakeContextCurrent(window);
  92. gladLoadGL(glfwGetProcAddress);
  93. // NOTE: OpenGL error checks have been omitted for brevity
  94. glGenBuffers(1, &vertex_buffer);
  95. glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
  96. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  97. vertex_shader = glCreateShader(GL_VERTEX_SHADER);
  98. glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
  99. glCompileShader(vertex_shader);
  100. fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
  101. glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
  102. glCompileShader(fragment_shader);
  103. program = glCreateProgram();
  104. glAttachShader(program, vertex_shader);
  105. glAttachShader(program, fragment_shader);
  106. glLinkProgram(program);
  107. mvp_location = glGetUniformLocation(program, "MVP");
  108. vpos_location = glGetAttribLocation(program, "vPos");
  109. vcol_location = glGetAttribLocation(program, "vCol");
  110. glEnableVertexAttribArray(vpos_location);
  111. glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
  112. sizeof(vertices[0]), (void*) 0);
  113. glEnableVertexAttribArray(vcol_location);
  114. glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
  115. sizeof(vertices[0]), (void*) (sizeof(float) * 2));
  116. glfwGetFramebufferSize(window, &width, &height);
  117. ratio = width / (float) height;
  118. glViewport(0, 0, width, height);
  119. glClear(GL_COLOR_BUFFER_BIT);
  120. mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
  121. glUseProgram(program);
  122. glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
  123. glDrawArrays(GL_TRIANGLES, 0, 3);
  124. glFinish();
  125. #if USE_NATIVE_OSMESA
  126. glfwGetOSMesaColorBuffer(window, &width, &height, NULL, (void**) &buffer);
  127. #else
  128. buffer = calloc(4, width * height);
  129. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  130. #endif
  131. // Write image Y-flipped because OpenGL
  132. stbi_write_png("offscreen.png",
  133. width, height, 4,
  134. buffer + (width * 4 * (height - 1)),
  135. -width * 4);
  136. #if USE_NATIVE_OSMESA
  137. // Here is where there's nothing
  138. #else
  139. free(buffer);
  140. #endif
  141. glfwDestroyWindow(window);
  142. glfwTerminate();
  143. exit(EXIT_SUCCESS);
  144. }