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- //========================================================================
- // Window re-opener (open/close stress test)
- // 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 test came about as the result of bug #1262773
- //
- // It closes and re-opens the GLFW window every five seconds, alternating
- // between windowed and full screen mode
- //
- // It also times and logs opening and closing actions and attempts to separate
- // user initiated window closing from its own
- //
- //========================================================================
- #include <glad/gl.h>
- #define GLFW_INCLUDE_NONE
- #include <GLFW/glfw3.h>
- #include <time.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include "linmath.h"
- static const char* vertex_shader_text =
- "#version 110\n"
- "uniform mat4 MVP;\n"
- "attribute vec2 vPos;\n"
- "void main()\n"
- "{\n"
- " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
- "}\n";
- static const char* fragment_shader_text =
- "#version 110\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(1.0);\n"
- "}\n";
- static const vec2 vertices[4] =
- {
- { -0.5f, -0.5f },
- { 0.5f, -0.5f },
- { 0.5f, 0.5f },
- { -0.5f, 0.5f }
- };
- static void error_callback(int error, const char* description)
- {
- fprintf(stderr, "Error: %s\n", description);
- }
- static void window_close_callback(GLFWwindow* window)
- {
- printf("Close callback triggered\n");
- }
- static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
- {
- if (action != GLFW_PRESS)
- return;
- switch (key)
- {
- case GLFW_KEY_Q:
- case GLFW_KEY_ESCAPE:
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- break;
- }
- }
- static void close_window(GLFWwindow* window)
- {
- double base = glfwGetTime();
- glfwDestroyWindow(window);
- printf("Closing window took %0.3f seconds\n", glfwGetTime() - base);
- }
- int main(int argc, char** argv)
- {
- int count = 0;
- double base;
- GLFWwindow* window;
- srand((unsigned int) time(NULL));
- glfwSetErrorCallback(error_callback);
- if (!glfwInit())
- exit(EXIT_FAILURE);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- for (;;)
- {
- int width, height;
- GLFWmonitor* monitor = NULL;
- GLuint vertex_shader, fragment_shader, program, vertex_buffer;
- GLint mvp_location, vpos_location;
- if (count & 1)
- {
- int monitorCount;
- GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
- monitor = monitors[rand() % monitorCount];
- }
- if (monitor)
- {
- const GLFWvidmode* mode = glfwGetVideoMode(monitor);
- width = mode->width;
- height = mode->height;
- }
- else
- {
- width = 640;
- height = 480;
- }
- base = glfwGetTime();
- window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL);
- if (!window)
- {
- glfwTerminate();
- exit(EXIT_FAILURE);
- }
- if (monitor)
- {
- printf("Opening full screen window on monitor %s took %0.3f seconds\n",
- glfwGetMonitorName(monitor),
- glfwGetTime() - base);
- }
- else
- {
- printf("Opening regular window took %0.3f seconds\n",
- glfwGetTime() - base);
- }
- glfwSetWindowCloseCallback(window, window_close_callback);
- glfwSetKeyCallback(window, key_callback);
- glfwMakeContextCurrent(window);
- gladLoadGL(glfwGetProcAddress);
- glfwSwapInterval(1);
- 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");
- 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);
- glEnableVertexAttribArray(vpos_location);
- glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
- sizeof(vertices[0]), (void*) 0);
- glfwSetTime(0.0);
- while (glfwGetTime() < 5.0)
- {
- float ratio;
- int width, height;
- mat4x4 m, p, mvp;
- glfwGetFramebufferSize(window, &width, &height);
- ratio = width / (float) height;
- glViewport(0, 0, width, height);
- glClear(GL_COLOR_BUFFER_BIT);
- mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
- mat4x4_identity(m);
- mat4x4_rotate_Z(m, m, (float) glfwGetTime());
- mat4x4_mul(mvp, p, m);
- glUseProgram(program);
- glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glfwSwapBuffers(window);
- glfwPollEvents();
- if (glfwWindowShouldClose(window))
- {
- close_window(window);
- printf("User closed window\n");
- glfwTerminate();
- exit(EXIT_SUCCESS);
- }
- }
- printf("Closing window\n");
- close_window(window);
- count++;
- }
- glfwTerminate();
- }
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