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https://github.com/glfw/glfw.git
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166 lines
4.4 KiB
C
166 lines
4.4 KiB
C
//========================================================================
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// Context sharing test program
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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 program is used to test sharing of objects between contexts
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//
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//========================================================================
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#include <GL/glfw3.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define WIDTH 400
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#define HEIGHT 400
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static void key_callback(GLFWwindow window, int key, int action)
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{
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if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
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glfwCloseWindow(window);
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}
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static GLFWwindow open_window(const char* title, GLFWwindow share)
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{
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GLFWwindow window;
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window = glfwOpenWindow(WIDTH, HEIGHT, GLFW_WINDOWED, title, share);
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if (!window)
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return NULL;
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glfwSetKeyCallback(key_callback);
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glfwSwapInterval(1);
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return window;
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}
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static GLuint create_texture(void)
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{
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int x, y;
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char pixels[256 * 256];
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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for (y = 0; y < 256; y++)
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{
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for (x = 0; x < 256; x++)
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pixels[y * 256 + x] = rand() % 256;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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return texture;
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}
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static void draw_quad(GLuint texture)
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{
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int width, height;
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glfwGetWindowSize(glfwGetCurrentWindow(), &width, &height);
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.f, 1.f, 0.f, 1.f);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f(0.6f, 0.f, 0.6f);
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glBegin(GL_QUADS);
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glTexCoord2f(0.f, 0.f);
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glVertex2f(0.f, 0.f);
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glTexCoord2f(1.f, 0.f);
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glVertex2f(1.f, 0.f);
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glTexCoord2f(1.f, 1.f);
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glVertex2f(1.f, 1.f);
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glTexCoord2f(0.f, 1.f);
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glVertex2f(0.f, 1.f);
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glEnd();
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}
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int main(int argc, char** argv)
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{
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GLFWwindow windows[2];
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GLuint texture;
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int x, y;
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if (!glfwInit())
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{
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fprintf(stderr, "Failed to initialize GLFW: %s\n", glfwErrorString(glfwGetError()));
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exit(EXIT_FAILURE);
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}
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windows[0] = open_window("First", NULL);
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if (!windows[0])
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{
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fprintf(stderr, "Failed to open first GLFW window: %s\n", glfwErrorString(glfwGetError()));
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exit(EXIT_FAILURE);
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}
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// This is the one and only time we create a texture
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// It is created inside the first context, created above
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// It will then be shared with the second context, created below
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texture = create_texture();
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windows[1] = open_window("Second", windows[0]);
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if (!windows[1])
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{
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fprintf(stderr, "Failed to open second GLFW window: %s\n", glfwErrorString(glfwGetError()));
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exit(EXIT_FAILURE);
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}
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// Put the second window to the right of the first one
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glfwGetWindowPos(windows[0], &x, &y);
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glfwSetWindowPos(windows[1], x + WIDTH + 50, y);
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while (glfwIsWindow(windows[0]) && glfwIsWindow(windows[1]))
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{
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glfwMakeWindowCurrent(windows[0]);
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draw_quad(texture);
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glfwSwapBuffers();
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glfwMakeWindowCurrent(windows[1]);
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draw_quad(texture);
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glfwSwapBuffers();
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glfwWaitEvents();
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}
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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