//======================================================================== // Context sharing test program // Copyright (c) Camilla Berglund // // 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 program is used to test sharing of objects between contexts // //======================================================================== #include #include #include #define WIDTH 400 #define HEIGHT 400 static GLFWwindow open_window(const char* title, GLFWwindow share) { GLFWwindow window; window = glfwOpenWindow(WIDTH, HEIGHT, GLFW_WINDOWED, title, share); if (!window) return NULL; glfwSwapInterval(1); return window; } static GLuint create_texture(void) { int x, y; char pixels[256 * 256]; GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); for (y = 0; y < 256; y++) { for (x = 0; x < 256; x++) pixels[y * 256 + x] = rand() % 256; } glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); return texture; } static void draw_quad(GLuint texture) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.f, 1.f, 0.f, 1.f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor3f(0.6f, 0.f, 0.6f); glBegin(GL_QUADS); glTexCoord2f(0.f, 0.f); glVertex2f(0.f, 0.f); glTexCoord2f(1.f, 0.f); glVertex2f(1.f, 0.f); glTexCoord2f(1.f, 1.f); glVertex2f(1.f, 1.f); glTexCoord2f(0.f, 1.f); glVertex2f(0.f, 1.f); glEnd(); } int main(int argc, char** argv) { GLFWwindow windows[2]; GLuint texture; int x, y; if (!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW: %s\n", glfwErrorString(glfwGetError())); exit(EXIT_FAILURE); } windows[0] = open_window("First", NULL); if (!windows[0]) { fprintf(stderr, "Failed to open first GLFW window: %s\n", glfwErrorString(glfwGetError())); exit(EXIT_FAILURE); } glfwGetWindowPos(windows[0], &x, &y); // This is the one and only time we create a texture // It is created inside the first context created above // It will then be shared with the second context created below texture = create_texture(); windows[1] = open_window("Second", windows[0]); if (!windows[1]) { fprintf(stderr, "Failed to open second GLFW window: %s\n", glfwErrorString(glfwGetError())); exit(EXIT_FAILURE); } glfwSetWindowPos(windows[1], x + WIDTH + 50, y); while (glfwIsWindow(windows[0]) && glfwIsWindow(windows[1])) { glfwMakeWindowCurrent(windows[0]); draw_quad(texture); glfwSwapBuffers(); glfwMakeWindowCurrent(windows[1]); draw_quad(texture); glfwSwapBuffers(); glfwWaitEvents(); } glfwTerminate(); exit(EXIT_SUCCESS); }