mirror of
https://github.com/glfw/glfw.git
synced 2024-12-05 00:07:11 +00:00
5c3ebfb9cc
The OSMesa specific path is more appropriate for a test than an example.
166 lines
4.7 KiB
C
166 lines
4.7 KiB
C
//========================================================================
|
|
// Offscreen rendering 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.
|
|
//
|
|
//========================================================================
|
|
|
|
#define GLAD_GL_IMPLEMENTATION
|
|
#include <glad/gl.h>
|
|
#define GLFW_INCLUDE_NONE
|
|
#include <GLFW/glfw3.h>
|
|
|
|
#include "linmath.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
|
|
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
|
#include <stb_image_write.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 =
|
|
"#version 110\n"
|
|
"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 =
|
|
"#version 110\n"
|
|
"varying vec3 color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_FragColor = vec4(color, 1.0);\n"
|
|
"}\n";
|
|
|
|
static void error_callback(int error, const char* description)
|
|
{
|
|
fprintf(stderr, "Error: %s\n", description);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
GLFWwindow* window;
|
|
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
|
|
GLint mvp_location, vpos_location, vcol_location;
|
|
float ratio;
|
|
int width, height;
|
|
mat4x4 mvp;
|
|
char* buffer;
|
|
|
|
glfwSetErrorCallback(error_callback);
|
|
|
|
glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE);
|
|
|
|
if (!glfwInit())
|
|
exit(EXIT_FAILURE);
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
|
|
|
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
|
|
if (!window)
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
glfwMakeContextCurrent(window);
|
|
gladLoadGL(glfwGetProcAddress);
|
|
|
|
// 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(vertices[0]), (void*) 0);
|
|
glEnableVertexAttribArray(vcol_location);
|
|
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
|
|
sizeof(vertices[0]), (void*) (sizeof(float) * 2));
|
|
|
|
glfwGetFramebufferSize(window, &width, &height);
|
|
ratio = width / (float) height;
|
|
|
|
glViewport(0, 0, width, height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
|
|
|
|
glUseProgram(program);
|
|
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
glFinish();
|
|
|
|
buffer = calloc(4, width * height);
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
|
|
|
// Write image Y-flipped because OpenGL
|
|
stbi_write_png("offscreen.png",
|
|
width, height, 4,
|
|
buffer + (width * 4 * (height - 1)),
|
|
-width * 4);
|
|
|
|
free(buffer);
|
|
|
|
glfwDestroyWindow(window);
|
|
|
|
glfwTerminate();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|