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The auxiliary windows now reflect what is happening in the primary window. Unfortunately, there is still a bug in the primary window code that affects the orthographic projection. Basically, the object that is drawn is resized along with the contents of the window instead of remaining a constant size while the window is resized around it.
280 lines
8.1 KiB
C
280 lines
8.1 KiB
C
/**
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* This code was originally derived from the threads test code that came with
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* the license below. However, its purpose has changed; while it does show
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* how to use threads, its real purpose is to show how to draw images on a
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* window based on the location of a different window.
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*/
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//========================================================================
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// Multi-threading test
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.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 is intended to verify whether the OpenGL context part of
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// the GLFW API is able to be used from multiple threads
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//
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//========================================================================
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#include "tinycthread.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "linmath.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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static const struct
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{
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float x, y;
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float r, g, b;
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} vertices[3] =
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{
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{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
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{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
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{ 0.f, 0.6f, 0.f, 0.f, 1.f }
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};
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static const char* vertex_shader_text =
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"uniform mat4 MVP;\n"
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"attribute vec3 vCol;\n"
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"attribute vec2 vPos;\n"
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"varying vec3 color;\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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" color = vCol;\n"
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"}\n";
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static const char* fragment_shader_text =
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"varying vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n";
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typedef struct
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{
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GLFWwindow* primary_window;
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GLFWwindow* window;
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const char* title;
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float r, g, b, a;
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thrd_t id;
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} Thread;
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static volatile int running = GLFW_TRUE;
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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 int thread_main(void* data)
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{
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const Thread* thread = data;
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glfwMakeContextCurrent(thread->window);
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glfwSwapInterval(1);
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while (running)
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{
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const float v = (float) fabs(sin(glfwGetTime() * 2.f));
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glClearColor(thread->r * v, thread->g * v, thread->b * v, thread->a * v);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(thread->window);
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}
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glfwMakeContextCurrent(NULL);
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return 0;
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}
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static int other_thread_main(void* data)
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{
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const Thread* thread = data;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location, vcol_location;
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glfwMakeContextCurrent(thread->window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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// NOTE: OpenGL error checks have been omitted for brevity
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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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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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vcol_location = glGetAttribLocation(program, "vCol");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(float) * 5, (void*) 0);
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(float) * 5, (void*) (sizeof(float) * 2));
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while (running)
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{
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int primary_x_pos, primary_y_pos;
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int primary_width, primary_height;
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int my_x_pos, my_y_pos;
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int my_width, my_height;
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float delta_x, delta_y;
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float ratio, x_ratio, y_ratio;
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float x_offset, y_offset;
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mat4x4 m, p, mvp;
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glfwGetWindowPos(thread->primary_window, &primary_x_pos, &primary_y_pos);
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glfwGetFramebufferSize(thread->primary_window, &primary_width, &primary_height);
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glfwGetWindowPos(thread->window, &my_x_pos, &my_y_pos);
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glfwGetFramebufferSize(thread->window, &my_width, &my_height);
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const float v = (float) fabs(sin(glfwGetTime() * 2.f));
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ratio = my_width / (float) my_height;
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x_ratio = (my_width / (float) primary_width);
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y_ratio = (my_height / (float) primary_height);
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delta_x = (((float)(primary_x_pos - my_x_pos)) / ((float) my_width)) * x_ratio * 2 - x_ratio + 1;
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delta_y = (-((float)(primary_y_pos - my_y_pos)) / ((float) my_height)) * y_ratio * 2 + y_ratio - 1;
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glViewport(0, 0, my_width, my_height);
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glClearColor(thread->r * v, thread->g * v, thread->b * v, thread->a * v);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_ortho(p, -x_ratio, x_ratio, -y_ratio, y_ratio, 1.f, -1.f);
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mat4x4_translate_in_place(p, delta_x, delta_y, 0.0f);
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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_TRIANGLES, 0, 3);
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glfwSwapBuffers(thread->window);
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}
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glfwMakeContextCurrent(NULL);
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return 0;
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}
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int main(void)
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{
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int i, result;
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Thread threads[] =
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{
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{ NULL, NULL, "Red", 1.0f, 0.0f, 0.0f, 0.5f, 0 },
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{ NULL, NULL, "Green", 0.0f, 1.0f, 0.0f, 0.5f, 0 },
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{ NULL, NULL, "Blue", 0.0f, 0.0f, 1.0f, 0.5f, 0 }
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};
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const int count = sizeof(threads) / sizeof(Thread);
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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_VISIBLE, GLFW_FALSE);
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glfwWindowHint(GLFW_ALPHA_BITS, 8);
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glfwWindowHint(GLFW_TRANSPARENT, GLFW_TRUE);
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glfwWindowHint(GLFW_DECORATED, GLFW_TRUE);
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for (i = 0; i < count; i++)
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{
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threads[i].window = glfwCreateWindow(200, 200,
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threads[i].title,
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NULL, NULL);
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if (!threads[i].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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glfwSetWindowPos(threads[i].window, 200 + 250 * i, 200);
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glfwShowWindow(threads[i].window);
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}
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for (i = 0; i < count; i++)
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{
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threads[i].primary_window = threads[0].window;
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}
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glfwMakeContextCurrent(threads[0].window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwMakeContextCurrent(NULL);
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for (i = 0; i < count; i++)
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{
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result = thrd_create(&threads[i].id, other_thread_main, threads + i);
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if (result != thrd_success)
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{
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fprintf(stderr, "Failed to create secondary thread\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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}
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while (running)
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{
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glfwWaitEvents();
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for (i = 0; i < count; i++)
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{
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if (glfwWindowShouldClose(threads[i].window))
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running = GLFW_FALSE;
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}
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}
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for (i = 0; i < count; i++)
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glfwHideWindow(threads[i].window);
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for (i = 0; i < count; i++)
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thrd_join(threads[i].id, &result);
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exit(EXIT_SUCCESS);
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}
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