mirror of
				https://github.com/glfw/glfw.git
				synced 2025-11-03 22:04:15 +00:00 
			
		
		
		
	Convert tearing test to GL2
This commit is contained in:
		
							parent
							
								
									f86edf8d3c
								
							
						
					
					
						commit
						fbb2d5e10d
					
				@ -35,8 +35,34 @@
 | 
				
			|||||||
#include <stdlib.h>
 | 
					#include <stdlib.h>
 | 
				
			||||||
#include <math.h>
 | 
					#include <math.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include "linmath.h"
 | 
				
			||||||
#include "getopt.h"
 | 
					#include "getopt.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					static const struct
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    float x, y;
 | 
				
			||||||
 | 
					} vertices[4] =
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    { -0.25f, -1.f },
 | 
				
			||||||
 | 
					    {  0.25f, -1.f },
 | 
				
			||||||
 | 
					    {  0.25f,  1.f },
 | 
				
			||||||
 | 
					    { -0.25f,  1.f }
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					static const char* vertex_shader_text =
 | 
				
			||||||
 | 
					"uniform mat4 MVP;\n"
 | 
				
			||||||
 | 
					"attribute vec2 vPos;\n"
 | 
				
			||||||
 | 
					"void main()\n"
 | 
				
			||||||
 | 
					"{\n"
 | 
				
			||||||
 | 
					"    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
 | 
				
			||||||
 | 
					"}\n";
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					static const char* fragment_shader_text =
 | 
				
			||||||
 | 
					"void main()\n"
 | 
				
			||||||
 | 
					"{\n"
 | 
				
			||||||
 | 
					"    gl_FragColor = vec4(1.0);\n"
 | 
				
			||||||
 | 
					"}\n";
 | 
				
			||||||
 | 
					
 | 
				
			||||||
static int swap_tear;
 | 
					static int swap_tear;
 | 
				
			||||||
static int swap_interval;
 | 
					static int swap_interval;
 | 
				
			||||||
static double frame_rate;
 | 
					static double frame_rate;
 | 
				
			||||||
@ -122,6 +148,8 @@ int main(int argc, char** argv)
 | 
				
			|||||||
    int fullscreen = GLFW_FALSE;
 | 
					    int fullscreen = GLFW_FALSE;
 | 
				
			||||||
    GLFWmonitor* monitor = NULL;
 | 
					    GLFWmonitor* monitor = NULL;
 | 
				
			||||||
    GLFWwindow* window;
 | 
					    GLFWwindow* window;
 | 
				
			||||||
 | 
					    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
 | 
				
			||||||
 | 
					    GLint mvp_location, vpos_location, vcol_location;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    while ((ch = getopt(argc, argv, "fh")) != -1)
 | 
					    while ((ch = getopt(argc, argv, "fh")) != -1)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
@ -163,6 +191,9 @@ int main(int argc, char** argv)
 | 
				
			|||||||
        height = 480;
 | 
					        height = 480;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
 | 
				
			||||||
 | 
					    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    window = glfwCreateWindow(width, height, "", monitor, NULL);
 | 
					    window = glfwCreateWindow(width, height, "", monitor, NULL);
 | 
				
			||||||
    if (!window)
 | 
					    if (!window)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
@ -182,16 +213,44 @@ int main(int argc, char** argv)
 | 
				
			|||||||
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
 | 
					    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
 | 
				
			||||||
    glfwSetKeyCallback(window, key_callback);
 | 
					    glfwSetKeyCallback(window, key_callback);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    glMatrixMode(GL_PROJECTION);
 | 
					    glGenBuffers(1, &vertex_buffer);
 | 
				
			||||||
    glOrtho(-1.f, 1.f, -1.f, 1.f, 1.f, -1.f);
 | 
					    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
 | 
				
			||||||
    glMatrixMode(GL_MODELVIEW);
 | 
					    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");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    glEnableVertexAttribArray(vpos_location);
 | 
				
			||||||
 | 
					    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
 | 
				
			||||||
 | 
					                          sizeof(vertices[0]), (void*) 0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    while (!glfwWindowShouldClose(window))
 | 
					    while (!glfwWindowShouldClose(window))
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        mat4x4 m, p, mvp;
 | 
				
			||||||
 | 
					        float position = cosf((float) glfwGetTime() * 4.f) * 0.75f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        glClear(GL_COLOR_BUFFER_BIT);
 | 
					        glClear(GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        position = cosf((float) glfwGetTime() * 4.f) * 0.75f;
 | 
					        mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f);
 | 
				
			||||||
        glRectf(position - 0.25f, -1.f, position + 0.25f, 1.f);
 | 
					        mat4x4_translate(m, position, 0.f, 0.f);
 | 
				
			||||||
 | 
					        mat4x4_mul(mvp, p, m);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        glUseProgram(program);
 | 
				
			||||||
 | 
					        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
 | 
				
			||||||
 | 
					        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        glfwSwapBuffers(window);
 | 
					        glfwSwapBuffers(window);
 | 
				
			||||||
        glfwPollEvents();
 | 
					        glfwPollEvents();
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user