glfw/examples/sharing.c
Camilla Löwy d7e30b1c74 Replace glad and the Vulkan SDK with glad2
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.
2019-04-15 02:45:48 +02:00

234 lines
6.9 KiB
C

//========================================================================
// 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>
#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);
}