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sharing.c
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//========================================================================
// Context sharing test program
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.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.
//
//========================================================================
//
// This program is used to test sharing of objects between contexts
//
//========================================================================
#define GLFW_INCLUDE_GLU
#include
<GLFW/glfw3.h>
#include
<stdio.h>
#include
<stdlib.h>
#define WIDTH 400
#define HEIGHT 400
#define OFFSET 50
static
GLFWwindow
*
windows
[
2
];
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
,
GL_TRUE
);
}
static
GLFWwindow
*
open_window
(
const
char
*
title
,
GLFWwindow
*
share
,
int
posX
,
int
posY
)
{
GLFWwindow
*
window
;
glfwWindowHint
(
GLFW_VISIBLE
,
GL_FALSE
);
window
=
glfwCreateWindow
(
WIDTH
,
HEIGHT
,
title
,
NULL
,
share
);
if
(
!
window
)
return
NULL
;
glfwMakeContextCurrent
(
window
);
glfwSwapInterval
(
1
);
glfwSetWindowPos
(
window
,
posX
,
posY
);
glfwShowWindow
(
window
);
glfwSetKeyCallback
(
window
,
key_callback
);
return
window
;
}
static
GLuint
create_texture
(
void
)
{
int
x
,
y
;
char
pixels
[
256
*
256
];
GLuint
texture
;
glGenTextures
(
1
,
&
texture
);
glBindTexture
(
GL_TEXTURE_2D
,
texture
);
for
(
y
=
0
;
y
<
256
;
y
++
)
{
for
(
x
=
0
;
x
<
256
;
x
++
)
pixels
[
y
*
256
+
x
]
=
rand
()
%
256
;
}
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_LUMINANCE
,
256
,
256
,
0
,
GL_LUMINANCE
,
GL_UNSIGNED_BYTE
,
pixels
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
return
texture
;
}
static
void
draw_quad
(
GLuint
texture
)
{
int
width
,
height
;
glfwGetFramebufferSize
(
glfwGetCurrentContext
(),
&
width
,
&
height
);
glViewport
(
0
,
0
,
width
,
height
);
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
gluOrtho2D
(
0.f
,
1.f
,
0.f
,
1.f
);
glEnable
(
GL_TEXTURE_2D
);
glBindTexture
(
GL_TEXTURE_2D
,
texture
);
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
GL_MODULATE
);
glBegin
(
GL_QUADS
);
glTexCoord2f
(
0.f
,
0.f
);
glVertex2f
(
0.f
,
0.f
);
glTexCoord2f
(
1.f
,
0.f
);
glVertex2f
(
1.f
,
0.f
);
glTexCoord2f
(
1.f
,
1.f
);
glVertex2f
(
1.f
,
1.f
);
glTexCoord2f
(
0.f
,
1.f
);
glVertex2f
(
0.f
,
1.f
);
glEnd
();
}
int
main
(
int
argc
,
char
**
argv
)
{
int
x
,
y
,
width
;
GLuint
texture
;
glfwSetErrorCallback
(
error_callback
);
if
(
!
glfwInit
())
exit
(
EXIT_FAILURE
);
windows
[
0
]
=
open_window
(
"First"
,
NULL
,
OFFSET
,
OFFSET
);
if
(
!
windows
[
0
])
{
glfwTerminate
();
exit
(
EXIT_FAILURE
);
}
// This is the one and only time we create a texture
// It is created inside the first context, created above
// It will then be shared with the second context, created below
texture
=
create_texture
();
glfwGetWindowPos
(
windows
[
0
],
&
x
,
&
y
);
glfwGetWindowSize
(
windows
[
0
],
&
width
,
NULL
);
// Put the second window to the right of the first one
windows
[
1
]
=
open_window
(
"Second"
,
windows
[
0
],
x
+
width
+
OFFSET
,
y
);
if
(
!
windows
[
1
])
{
glfwTerminate
();
exit
(
EXIT_FAILURE
);
}
// Set drawing color for both contexts
glfwMakeContextCurrent
(
windows
[
0
]);
glColor3f
(
0.6f
,
0.f
,
0.6f
);
glfwMakeContextCurrent
(
windows
[
1
]);
glColor3f
(
0.6f
,
0.6f
,
0.f
);
glfwMakeContextCurrent
(
windows
[
0
]);
while
(
!
glfwWindowShouldClose
(
windows
[
0
])
&&
!
glfwWindowShouldClose
(
windows
[
1
]))
{
glfwMakeContextCurrent
(
windows
[
0
]);
draw_quad
(
texture
);
glfwMakeContextCurrent
(
windows
[
1
]);
draw_quad
(
texture
);
glfwSwapBuffers
(
windows
[
0
]);
glfwSwapBuffers
(
windows
[
1
]);
glfwWaitEvents
();
}
glfwTerminate
();
exit
(
EXIT_SUCCESS
);
}
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