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authorsanine <sanine.not@pm.me>2022-08-23 13:38:27 -0500
committersanine <sanine.not@pm.me>2022-08-23 13:38:27 -0500
commit3afbf2a13b2dada445fb667bf25600407fea480a (patch)
tree551329e6f74fc9f177616de0d6739e8b5331ae96 /libs/glfw-3.3.8/examples/offscreen.c
parent261e3f991221fbad6bbf262f5e65b773e4b6c73e (diff)
parent25ed7eb9f84e9a822f698ad803901fbb2a5354cf (diff)
:wMerge branch 'gl-window' into main
Diffstat (limited to 'libs/glfw-3.3.8/examples/offscreen.c')
-rw-r--r--libs/glfw-3.3.8/examples/offscreen.c177
1 files changed, 177 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/examples/offscreen.c b/libs/glfw-3.3.8/examples/offscreen.c
new file mode 100644
index 0000000..16b8f3c
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+++ b/libs/glfw-3.3.8/examples/offscreen.c
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+//========================================================================
+// Offscreen rendering 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>
+
+#if USE_NATIVE_OSMESA
+ #define GLFW_EXPOSE_NATIVE_OSMESA
+ #include <GLFW/glfw3native.h>
+#endif
+
+#include "linmath.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+
+#define STB_IMAGE_WRITE_IMPLEMENTATION
+#include <stb_image_write.h>
+
+static const struct
+{
+ float x, y;
+ float r, g, b;
+} vertices[3] =
+{
+ { -0.6f, -0.4f, 1.f, 0.f, 0.f },
+ { 0.6f, -0.4f, 0.f, 1.f, 0.f },
+ { 0.f, 0.6f, 0.f, 0.f, 1.f }
+};
+
+static const char* vertex_shader_text =
+"#version 110\n"
+"uniform mat4 MVP;\n"
+"attribute vec3 vCol;\n"
+"attribute vec2 vPos;\n"
+"varying vec3 color;\n"
+"void main()\n"
+"{\n"
+" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
+" color = vCol;\n"
+"}\n";
+
+static const char* fragment_shader_text =
+"#version 110\n"
+"varying vec3 color;\n"
+"void main()\n"
+"{\n"
+" gl_FragColor = vec4(color, 1.0);\n"
+"}\n";
+
+static void error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Error: %s\n", description);
+}
+
+int main(void)
+{
+ GLFWwindow* window;
+ GLuint vertex_buffer, vertex_shader, fragment_shader, program;
+ GLint mvp_location, vpos_location, vcol_location;
+ float ratio;
+ int width, height;
+ mat4x4 mvp;
+ char* buffer;
+
+ glfwSetErrorCallback(error_callback);
+
+ glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE);
+
+ if (!glfwInit())
+ exit(EXIT_FAILURE);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
+
+ window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+
+ glfwMakeContextCurrent(window);
+ gladLoadGL(glfwGetProcAddress);
+
+ // NOTE: OpenGL error checks have been omitted for brevity
+
+ glGenBuffers(1, &vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ 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");
+ vcol_location = glGetAttribLocation(program, "vCol");
+
+ glEnableVertexAttribArray(vpos_location);
+ glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
+ sizeof(vertices[0]), (void*) 0);
+ glEnableVertexAttribArray(vcol_location);
+ glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
+ sizeof(vertices[0]), (void*) (sizeof(float) * 2));
+
+ glfwGetFramebufferSize(window, &width, &height);
+ ratio = width / (float) height;
+
+ glViewport(0, 0, width, height);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
+
+ glUseProgram(program);
+ glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glFinish();
+
+#if USE_NATIVE_OSMESA
+ glfwGetOSMesaColorBuffer(window, &width, &height, NULL, (void**) &buffer);
+#else
+ buffer = calloc(4, width * height);
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
+#endif
+
+ // Write image Y-flipped because OpenGL
+ stbi_write_png("offscreen.png",
+ width, height, 4,
+ buffer + (width * 4 * (height - 1)),
+ -width * 4);
+
+#if USE_NATIVE_OSMESA
+ // Here is where there's nothing
+#else
+ free(buffer);
+#endif
+
+ glfwDestroyWindow(window);
+
+ glfwTerminate();
+ exit(EXIT_SUCCESS);
+}
+