glfw/tests/sharing.c
2012-02-07 14:58:58 +01:00

169 lines
4.6 KiB
C

//========================================================================
// Context sharing test program
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.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 program is used to test sharing of objects between contexts
//
//========================================================================
#include <GL/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#define WIDTH 400
#define HEIGHT 400
static void key_callback(GLFWwindow window, int key, int action)
{
if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
glfwCloseWindow(window);
}
static GLFWwindow open_window(const char* title, GLFWwindow share)
{
GLFWwindow window;
window = glfwOpenWindow(WIDTH, HEIGHT, GLFW_WINDOWED, title, share);
if (!window)
return NULL;
glfwSetKeyCallback(key_callback);
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)
{
int width, height;
glfwGetWindowSize(glfwGetCurrentContext(), &width, &height);
glViewport(0, 0, width, height);
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);
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);
}
// 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);
}
// Set drawing color for the first context and copy it to the second
glfwMakeContextCurrent(windows[0]);
glColor3f(0.6f, 0.f, 0.6f);
glfwCopyContext(windows[0], windows[1], GL_CURRENT_BIT);
// Put the second window to the right of the first one
glfwGetWindowPos(windows[0], &x, &y);
glfwSetWindowPos(windows[1], x + WIDTH + 50, y);
while (glfwIsWindow(windows[0]) && glfwIsWindow(windows[1]))
{
glfwMakeContextCurrent(windows[0]);
draw_quad(texture);
glfwSwapBuffers();
glfwMakeContextCurrent(windows[1]);
draw_quad(texture);
glfwSwapBuffers();
glfwWaitEvents();
}
glfwTerminate();
exit(EXIT_SUCCESS);
}