mirror of
https://github.com/glfw/glfw.git
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d7e30b1c74
This removes all dependencies from the GLFW test programs on the Vulkan SDK. It also removes support for linking the GLFW shared library (dynamic library, DLL) against the Vulkan loader static library.
240 lines
6.5 KiB
C
240 lines
6.5 KiB
C
//========================================================================
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// Window re-opener (open/close stress test)
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test came about as the result of bug #1262773
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//
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// It closes and re-opens the GLFW window every five seconds, alternating
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// between windowed and full screen mode
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//
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// It also times and logs opening and closing actions and attempts to separate
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// user initiated window closing from its own
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//
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//========================================================================
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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#include <time.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "linmath.h"
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 110\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0);\n"
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"}\n";
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static const vec2 vertices[4] =
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{
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{ -0.5f, -0.5f },
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{ 0.5f, -0.5f },
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{ 0.5f, 0.5f },
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{ -0.5f, 0.5f }
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};
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void window_close_callback(GLFWwindow* window)
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{
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printf("Close callback triggered\n");
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action != GLFW_PRESS)
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return;
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switch (key)
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{
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case GLFW_KEY_Q:
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case GLFW_KEY_ESCAPE:
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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break;
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}
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}
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static void close_window(GLFWwindow* window)
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{
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double base = glfwGetTime();
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glfwDestroyWindow(window);
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printf("Closing window took %0.3f seconds\n", glfwGetTime() - base);
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}
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int main(int argc, char** argv)
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{
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int count = 0;
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double base;
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GLFWwindow* window;
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srand((unsigned int) time(NULL));
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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for (;;)
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{
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int width, height;
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GLFWmonitor* monitor = NULL;
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GLuint vertex_shader, fragment_shader, program, vertex_buffer;
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GLint mvp_location, vpos_location;
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if (count & 1)
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{
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int monitorCount;
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GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
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monitor = monitors[rand() % monitorCount];
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}
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if (monitor)
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{
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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width = mode->width;
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height = mode->height;
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}
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else
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{
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width = 640;
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height = 480;
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}
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base = glfwGetTime();
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window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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if (monitor)
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{
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printf("Opening full screen window on monitor %s took %0.3f seconds\n",
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glfwGetMonitorName(monitor),
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glfwGetTime() - base);
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}
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else
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{
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printf("Opening regular window took %0.3f seconds\n",
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glfwGetTime() - base);
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}
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glfwSetWindowCloseCallback(window, window_close_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(1);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) 0);
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glfwSetTime(0.0);
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while (glfwGetTime() < 5.0)
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{
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float ratio;
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int width, height;
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mat4x4 m, p, mvp;
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glfwSwapBuffers(window);
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glfwPollEvents();
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if (glfwWindowShouldClose(window))
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{
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close_window(window);
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printf("User closed window\n");
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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}
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printf("Closing window\n");
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close_window(window);
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count++;
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}
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glfwTerminate();
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}
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