mirror of
https://github.com/glfw/glfw.git
synced 2025-10-04 13:46:37 +00:00
Created examples/filters.c to demonstrate how to draw in one window based on
the position of a different window. This illustrates the idea of filters; windows that draw their contents based on the content of a different window (similar to what you'd see if you viewed something through a colored filter). This works on OS X. Untested on other platforms.
This commit is contained in:
parent
f5e83caeeb
commit
3229ae91b2
@ -38,10 +38,12 @@ add_executable(simple WIN32 MACOSX_BUNDLE simple.c ${ICON} ${GLAD})
|
||||
add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD})
|
||||
add_executable(transparent WIN32 MACOSX_BUNDLE transparent.c ${ICON} ${GLAD})
|
||||
add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD})
|
||||
add_executable(filters WIN32 MACOSX_BUNDLE filters.c ${ICON} ${TINYCTHREAD} ${GETOPT} ${GLAD})
|
||||
|
||||
target_link_libraries(particles "${CMAKE_THREAD_LIBS_INIT}" "${RT_LIBRARY}")
|
||||
target_link_libraries(filters "${CMAKE_THREAD_LIBS_INIT}" "${RT_LIBRARY}")
|
||||
|
||||
set(WINDOWS_BINARIES boing gears heightmap particles simple splitview wave)
|
||||
set(WINDOWS_BINARIES boing gears heightmap particles simple splitview wave filters)
|
||||
|
||||
set_target_properties(${WINDOWS_BINARIES} PROPERTIES FOLDER "GLFW3/Examples")
|
||||
|
||||
@ -56,6 +58,7 @@ if (APPLE)
|
||||
set_target_properties(gears PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gears")
|
||||
set_target_properties(heightmap PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Heightmap")
|
||||
set_target_properties(particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles")
|
||||
set_target_properties(filters PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Filters")
|
||||
set_target_properties(simple PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Simple")
|
||||
set_target_properties(splitview PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "SplitView")
|
||||
set_target_properties(wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
|
||||
|
281
examples/filters.c
Normal file
281
examples/filters.c
Normal file
@ -0,0 +1,281 @@
|
||||
/**
|
||||
* This code was originally derived from the threads test code that came with
|
||||
* the license below. However, its purpose has changed; while it does show
|
||||
* how to use threads, its real purpose is to show how to draw images on a
|
||||
* window based on the location of a different window.
|
||||
*/
|
||||
|
||||
//========================================================================
|
||||
// Multi-threading test
|
||||
// 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 test is intended to verify whether the OpenGL context part of
|
||||
// the GLFW API is able to be used from multiple threads
|
||||
//
|
||||
//========================================================================
|
||||
|
||||
#include "tinycthread.h"
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "linmath.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
static const struct
|
||||
{
|
||||
float x, y;
|
||||
float r, g, b;
|
||||
} vertices[3] =
|
||||
{
|
||||
{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
|
||||
{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
|
||||
{ 0.f, 0.6f, 0.f, 0.f, 1.f }
|
||||
};
|
||||
|
||||
static const char* vertex_shader_text =
|
||||
"uniform mat4 MVP;\n"
|
||||
"attribute vec3 vCol;\n"
|
||||
"attribute vec2 vPos;\n"
|
||||
"varying vec3 color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
|
||||
" color = vCol;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* fragment_shader_text =
|
||||
"varying vec3 color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = vec4(color, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
typedef struct
|
||||
{
|
||||
GLFWwindow* primary_window;
|
||||
GLFWwindow* window;
|
||||
const char* title;
|
||||
float r, g, b, a;
|
||||
thrd_t id;
|
||||
} Thread;
|
||||
|
||||
static volatile int running = GLFW_TRUE;
|
||||
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error: %s\n", description);
|
||||
}
|
||||
|
||||
static int thread_main(void* data)
|
||||
{
|
||||
const Thread* thread = data;
|
||||
|
||||
glfwMakeContextCurrent(thread->window);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
while (running)
|
||||
{
|
||||
const float v = (float) fabs(sin(glfwGetTime() * 2.f));
|
||||
glClearColor(thread->r * v, thread->g * v, thread->b * v, thread->a * v);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glfwSwapBuffers(thread->window);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(NULL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int other_thread_main(void* data)
|
||||
{
|
||||
const Thread* thread = data;
|
||||
|
||||
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
|
||||
GLint mvp_location, vpos_location, vcol_location;
|
||||
|
||||
glfwMakeContextCurrent(thread->window);
|
||||
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// NOTE: OpenGL error checks have been omitted for brevity
|
||||
|
||||
glGenBuffers(1, &vertex_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
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");
|
||||
vpos_location = glGetAttribLocation(program, "vPos");
|
||||
vcol_location = glGetAttribLocation(program, "vCol");
|
||||
|
||||
glEnableVertexAttribArray(vpos_location);
|
||||
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
|
||||
sizeof(float) * 5, (void*) 0);
|
||||
glEnableVertexAttribArray(vcol_location);
|
||||
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
|
||||
sizeof(float) * 5, (void*) (sizeof(float) * 2));
|
||||
|
||||
while (running)
|
||||
{
|
||||
int primary_x_pos, primary_y_pos;
|
||||
int my_x_pos, my_y_pos;
|
||||
float delta_x, delta_y;
|
||||
|
||||
glfwGetWindowPos(thread->primary_window, &primary_x_pos, &primary_y_pos);
|
||||
glfwGetWindowPos(thread->window, &my_x_pos, &my_y_pos);
|
||||
|
||||
float ratio;
|
||||
int width, height;
|
||||
mat4x4 m, p, mvp;
|
||||
const float v = (float) fabs(sin(glfwGetTime() * 2.f));
|
||||
glfwGetFramebufferSize(thread->window, &width, &height);
|
||||
ratio = width / (float) height;
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
delta_x = (((float)(primary_x_pos - my_x_pos)) / ((float) width)) * 2;
|
||||
delta_y = (-((float)(primary_y_pos - my_y_pos)) / ((float) height)) * 2;
|
||||
|
||||
glClearColor(thread->r * v, thread->g * v, thread->b * v, thread->a * v);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
mat4x4_identity(m);
|
||||
mat4x4_rotate_Z(m, m, (float) glfwGetTime());
|
||||
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
|
||||
mat4x4_translate_in_place(p, delta_x, delta_y, 0.0f);
|
||||
mat4x4_mul(mvp, p, m);
|
||||
//mat4x4_translate_in_place(mvp, 1.0f, 0.0f, 0.0f);
|
||||
|
||||
glUseProgram(program);
|
||||
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glfwSwapBuffers(thread->window);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(NULL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
int i, result;
|
||||
Thread threads[] =
|
||||
{
|
||||
{ NULL, NULL, "Red", 1.0f, 0.0f, 0.0f, 0.5f, 0 },
|
||||
{ NULL, NULL, "Green", 0.0f, 1.0f, 0.0f, 0.5f, 0 },
|
||||
{ NULL, NULL, "Blue", 0.0f, 0.0f, 1.0f, 0.5f, 0 }
|
||||
};
|
||||
const int count = sizeof(threads) / sizeof(Thread);
|
||||
|
||||
glfwSetErrorCallback(error_callback);
|
||||
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
|
||||
glfwWindowHint(GLFW_ALPHA_BITS, 8);
|
||||
glfwWindowHint(GLFW_TRANSPARENT, GLFW_TRUE);
|
||||
glfwWindowHint(GLFW_DECORATED, GLFW_TRUE);
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
threads[i].window = glfwCreateWindow(200, 200,
|
||||
threads[i].title,
|
||||
NULL, NULL);
|
||||
if (!threads[i].window)
|
||||
{
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwSetWindowPos(threads[i].window, 200 + 250 * i, 200);
|
||||
glfwShowWindow(threads[i].window);
|
||||
}
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
threads[i].primary_window = threads[0].window;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(threads[0].window);
|
||||
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
|
||||
glfwMakeContextCurrent(NULL);
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
if (i == (count - 1))
|
||||
{
|
||||
result = thrd_create(&threads[i].id, other_thread_main, threads + i);
|
||||
}
|
||||
else
|
||||
{
|
||||
result = thrd_create(&threads[i].id, thread_main, threads + i);
|
||||
}
|
||||
|
||||
if (result != thrd_success)
|
||||
{
|
||||
fprintf(stderr, "Failed to create secondary thread\n");
|
||||
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
while (running)
|
||||
{
|
||||
glfwWaitEvents();
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
if (glfwWindowShouldClose(threads[i].window))
|
||||
running = GLFW_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
glfwHideWindow(threads[i].window);
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
thrd_join(threads[i].id, &result);
|
||||
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user