| //======================================================================== |
| // Context sharing 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. |
| // |
| //======================================================================== |
| |
| #include <glad/glad.h> |
| #include <GLFW/glfw3.h> |
| |
| #include <stdio.h> |
| #include <stdlib.h> |
| |
| #include "getopt.h" |
| #include "linmath.h" |
| |
| static const char* vertex_shader_text = |
| "#version 110\n" |
| "uniform mat4 MVP;\n" |
| "attribute vec2 vPos;\n" |
| "varying vec2 texcoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" |
| " texcoord = vPos;\n" |
| "}\n"; |
| |
| static const char* fragment_shader_text = |
| "#version 110\n" |
| "uniform sampler2D texture;\n" |
| "uniform vec3 color;\n" |
| "varying vec2 texcoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(color * texture2D(texture, texcoord).rgb, 1.0);\n" |
| "}\n"; |
| |
| static const vec2 vertices[4] = |
| { |
| { 0.f, 0.f }, |
| { 1.f, 0.f }, |
| { 1.f, 1.f }, |
| { 0.f, 1.f } |
| }; |
| |
| static void error_callback(int error, const char* description) |
| { |
| fprintf(stderr, "Error: %s\n", description); |
| } |
| |
| static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) |
| { |
| if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) |
| glfwSetWindowShouldClose(window, GLFW_TRUE); |
| } |
| |
| int main(int argc, char** argv) |
| { |
| GLFWwindow* windows[2]; |
| GLuint texture, program, vertex_buffer; |
| GLint mvp_location, vpos_location, color_location, texture_location; |
| |
| glfwSetErrorCallback(error_callback); |
| |
| if (!glfwInit()) |
| exit(EXIT_FAILURE); |
| |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); |
| |
| windows[0] = glfwCreateWindow(400, 400, "First", NULL, NULL); |
| if (!windows[0]) |
| { |
| glfwTerminate(); |
| exit(EXIT_FAILURE); |
| } |
| |
| glfwSetKeyCallback(windows[0], key_callback); |
| |
| glfwMakeContextCurrent(windows[0]); |
| |
| // Only enable vsync for the first of the windows to be swapped to |
| // avoid waiting out the interval for each window |
| glfwSwapInterval(1); |
| |
| // The contexts are created with the same APIs so the function |
| // pointers should be re-usable between them |
| gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); |
| |
| // Create the OpenGL objects inside the first context, created above |
| // All objects will be shared with the second context, created below |
| { |
| int x, y; |
| char pixels[16 * 16]; |
| GLuint vertex_shader, fragment_shader; |
| |
| glGenTextures(1, &texture); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| |
| srand((unsigned int) glfwGetTimerValue()); |
| |
| for (y = 0; y < 16; y++) |
| { |
| for (x = 0; x < 16; x++) |
| pixels[y * 16 + x] = rand() % 256; |
| } |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| 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"); |
| color_location = glGetUniformLocation(program, "color"); |
| texture_location = glGetUniformLocation(program, "texture"); |
| vpos_location = glGetAttribLocation(program, "vPos"); |
| |
| glGenBuffers(1, &vertex_buffer); |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
| } |
| |
| glUseProgram(program); |
| glUniform1i(texture_location, 0); |
| |
| glEnable(GL_TEXTURE_2D); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
| glEnableVertexAttribArray(vpos_location); |
| glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, |
| sizeof(vertices[0]), (void*) 0); |
| |
| windows[1] = glfwCreateWindow(400, 400, "Second", NULL, windows[0]); |
| if (!windows[1]) |
| { |
| glfwTerminate(); |
| exit(EXIT_FAILURE); |
| } |
| |
| // Place the second window to the right of the first |
| { |
| int xpos, ypos, left, right, width; |
| |
| glfwGetWindowSize(windows[0], &width, NULL); |
| glfwGetWindowFrameSize(windows[0], &left, NULL, &right, NULL); |
| glfwGetWindowPos(windows[0], &xpos, &ypos); |
| |
| glfwSetWindowPos(windows[1], xpos + width + left + right, ypos); |
| } |
| |
| glfwSetKeyCallback(windows[1], key_callback); |
| |
| glfwMakeContextCurrent(windows[1]); |
| |
| // While objects are shared, the global context state is not and will |
| // need to be set up for each context |
| |
| glUseProgram(program); |
| |
| glEnable(GL_TEXTURE_2D); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
| glEnableVertexAttribArray(vpos_location); |
| glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, |
| sizeof(vertices[0]), (void*) 0); |
| |
| while (!glfwWindowShouldClose(windows[0]) && |
| !glfwWindowShouldClose(windows[1])) |
| { |
| int i; |
| const vec3 colors[2] = |
| { |
| { 0.8f, 0.4f, 1.f }, |
| { 0.3f, 0.4f, 1.f } |
| }; |
| |
| for (i = 0; i < 2; i++) |
| { |
| int width, height; |
| mat4x4 mvp; |
| |
| glfwGetFramebufferSize(windows[i], &width, &height); |
| glfwMakeContextCurrent(windows[i]); |
| |
| glViewport(0, 0, width, height); |
| |
| mat4x4_ortho(mvp, 0.f, 1.f, 0.f, 1.f, 0.f, 1.f); |
| glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); |
| glUniform3fv(color_location, 1, colors[i]); |
| glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| |
| glfwSwapBuffers(windows[i]); |
| } |
| |
| glfwWaitEvents(); |
| } |
| |
| glfwTerminate(); |
| exit(EXIT_SUCCESS); |
| } |
| |