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diff --git a/libs/glfw-3.3.8/examples/sharing.c b/libs/glfw-3.3.8/examples/sharing.c
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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);
+}
+