//========================================================================
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// Context sharing test program
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// Copyright (c) Camilla Berglund <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 program is used to test sharing of objects between contexts
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//
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//========================================================================
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#include <glad/glad.h>
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#include <GLFW/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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#define OFFSET 50
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static GLFWwindow* windows[2];
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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 key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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static GLFWwindow* open_window(const char* title, GLFWwindow* share, int posX, int posY)
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{
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GLFWwindow* window;
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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window = glfwCreateWindow(WIDTH, HEIGHT, title, NULL, share);
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if (!window)
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return NULL;
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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glfwSetWindowPos(window, posX, posY);
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glfwShowWindow(window);
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glfwSetKeyCallback(window, key_callback);
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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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glfwGetFramebufferSize(glfwGetCurrentContext(), &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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glOrtho(0.f, 1.f, 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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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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int x, y, width;
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GLuint texture;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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windows[0] = open_window("First", NULL, OFFSET, OFFSET);
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if (!windows[0])
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{
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glfwTerminate();
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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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glfwGetWindowPos(windows[0], &x, &y);
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glfwGetWindowSize(windows[0], &width, NULL);
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// Put the second window to the right of the first one
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windows[1] = open_window("Second", windows[0], x + width + OFFSET, y);
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if (!windows[1])
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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// Set drawing color for both contexts
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glfwMakeContextCurrent(windows[0]);
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glColor3f(0.6f, 0.f, 0.6f);
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glfwMakeContextCurrent(windows[1]);
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glColor3f(0.6f, 0.6f, 0.f);
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glfwMakeContextCurrent(windows[0]);
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while (!glfwWindowShouldClose(windows[0]) &&
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!glfwWindowShouldClose(windows[1]))
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{
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glfwMakeContextCurrent(windows[0]);
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draw_quad(texture);
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glfwMakeContextCurrent(windows[1]);
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draw_quad(texture);
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glfwSwapBuffers(windows[0]);
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glfwSwapBuffers(windows[1]);
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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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