mirror of
https://github.com/glfw/glfw.git
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f2208ab135
Thank you, Travis CI, for reminding me that one cannot disable a header
with inclusion guards if it doesn't exist.
(cherry picked from commit 537ea4ccf1
)
241 lines
6.6 KiB
C
241 lines
6.6 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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#define GLFW_INCLUDE_NONE
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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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