| //======================================================================== |
| // Offscreen rendering 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/gl.h> |
| #define GLFW_INCLUDE_NONE |
| #include <GLFW/glfw3.h> |
| |
| #if USE_NATIVE_OSMESA |
| #define GLFW_EXPOSE_NATIVE_OSMESA |
| #include <GLFW/glfw3native.h> |
| #endif |
| |
| #include "linmath.h" |
| |
| #include <stdlib.h> |
| #include <stdio.h> |
| |
| #define STB_IMAGE_WRITE_IMPLEMENTATION |
| #include <stb_image_write.h> |
| |
| static const struct |
| { |
| float x, y; |
| float r, g, b; |
| } vertices[3] = |
| { |
| { -0.6f, -0.4f, 1.f, 0.f, 0.f }, |
| { 0.6f, -0.4f, 0.f, 1.f, 0.f }, |
| { 0.f, 0.6f, 0.f, 0.f, 1.f } |
| }; |
| |
| static const char* vertex_shader_text = |
| "#version 110\n" |
| "uniform mat4 MVP;\n" |
| "attribute vec3 vCol;\n" |
| "attribute vec2 vPos;\n" |
| "varying vec3 color;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" |
| " color = vCol;\n" |
| "}\n"; |
| |
| static const char* fragment_shader_text = |
| "#version 110\n" |
| "varying vec3 color;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(color, 1.0);\n" |
| "}\n"; |
| |
| static void error_callback(int error, const char* description) |
| { |
| fprintf(stderr, "Error: %s\n", description); |
| } |
| |
| int main(void) |
| { |
| GLFWwindow* window; |
| GLuint vertex_buffer, vertex_shader, fragment_shader, program; |
| GLint mvp_location, vpos_location, vcol_location; |
| float ratio; |
| int width, height; |
| mat4x4 mvp; |
| char* buffer; |
| |
| glfwSetErrorCallback(error_callback); |
| |
| glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE); |
| |
| if (!glfwInit()) |
| exit(EXIT_FAILURE); |
| |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); |
| glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); |
| |
| window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); |
| if (!window) |
| { |
| glfwTerminate(); |
| exit(EXIT_FAILURE); |
| } |
| |
| glfwMakeContextCurrent(window); |
| gladLoadGL(glfwGetProcAddress); |
| |
| // NOTE: OpenGL error checks have been omitted for brevity |
| |
| glGenBuffers(1, &vertex_buffer); |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
| |
| 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"); |
| vpos_location = glGetAttribLocation(program, "vPos"); |
| vcol_location = glGetAttribLocation(program, "vCol"); |
| |
| glEnableVertexAttribArray(vpos_location); |
| glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, |
| sizeof(vertices[0]), (void*) 0); |
| glEnableVertexAttribArray(vcol_location); |
| glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, |
| sizeof(vertices[0]), (void*) (sizeof(float) * 2)); |
| |
| glfwGetFramebufferSize(window, &width, &height); |
| ratio = width / (float) height; |
| |
| glViewport(0, 0, width, height); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); |
| |
| glUseProgram(program); |
| glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); |
| glDrawArrays(GL_TRIANGLES, 0, 3); |
| |
| #if USE_NATIVE_OSMESA |
| glfwGetOSMesaColorBuffer(window, &width, &height, NULL, (void**) &buffer); |
| #else |
| buffer = calloc(4, width * height); |
| glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); |
| #endif |
| |
| // Write image Y-flipped because OpenGL |
| stbi_write_png("offscreen.png", |
| width, height, 4, |
| buffer + (width * 4 * (height - 1)), |
| -width * 4); |
| |
| #if USE_NATIVE_OSMESA |
| // Here is where there's nothing |
| #else |
| free(buffer); |
| #endif |
| |
| glfwDestroyWindow(window); |
| |
| glfwTerminate(); |
| exit(EXIT_SUCCESS); |
| } |
| |