1 //========================================================================
2 // Context sharing example
3 // Copyright (c) Camilla Löwy <elmindreda@glfw.org>
4 //
5 // This software is provided 'as-is', without any express or implied
6 // warranty. In no event will the authors be held liable for any damages
7 // arising from the use of this software.
8 //
9 // Permission is granted to anyone to use this software for any purpose,
10 // including commercial applications, and to alter it and redistribute it
11 // freely, subject to the following restrictions:
12 //
13 // 1. The origin of this software must not be misrepresented; you must not
14 //    claim that you wrote the original software. If you use this software
15 //    in a product, an acknowledgment in the product documentation would
16 //    be appreciated but is not required.
17 //
18 // 2. Altered source versions must be plainly marked as such, and must not
19 //    be misrepresented as being the original software.
20 //
21 // 3. This notice may not be removed or altered from any source
22 //    distribution.
23 //
24 //========================================================================
25 
26 #define GLAD_GL_IMPLEMENTATION
27 #include <glad/gl.h>
28 #define GLFW_INCLUDE_NONE
29 #include <GLFW/glfw3.h>
30 
31 #include <stdio.h>
32 #include <stdlib.h>
33 
34 #include "linmath.h"
35 
36 static const char* vertex_shader_text =
37 "#version 110\n"
38 "uniform mat4 MVP;\n"
39 "attribute vec2 vPos;\n"
40 "varying vec2 texcoord;\n"
41 "void main()\n"
42 "{\n"
43 "    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
44 "    texcoord = vPos;\n"
45 "}\n";
46 
47 static const char* fragment_shader_text =
48 "#version 110\n"
49 "uniform sampler2D texture;\n"
50 "uniform vec3 color;\n"
51 "varying vec2 texcoord;\n"
52 "void main()\n"
53 "{\n"
54 "    gl_FragColor = vec4(color * texture2D(texture, texcoord).rgb, 1.0);\n"
55 "}\n";
56 
57 static const vec2 vertices[4] =
58 {
59     { 0.f, 0.f },
60     { 1.f, 0.f },
61     { 1.f, 1.f },
62     { 0.f, 1.f }
63 };
64 
error_callback(int error, const char* description)65 static void error_callback(int error, const char* description)
66 {
67     fprintf(stderr, "Error: %s\n", description);
68 }
69 
key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)70 static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
71 {
72     if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
73         glfwSetWindowShouldClose(window, GLFW_TRUE);
74 }
75 
main(int argc, char** argv)76 int main(int argc, char** argv)
77 {
78     GLFWwindow* windows[2];
79     GLuint texture, program, vertex_buffer;
80     GLint mvp_location, vpos_location, color_location, texture_location;
81 
82     glfwSetErrorCallback(error_callback);
83 
84     if (!glfwInit())
85         exit(EXIT_FAILURE);
86 
87     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
88     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
89 
90     windows[0] = glfwCreateWindow(400, 400, "First", NULL, NULL);
91     if (!windows[0])
92     {
93         glfwTerminate();
94         exit(EXIT_FAILURE);
95     }
96 
97     glfwSetKeyCallback(windows[0], key_callback);
98 
99     glfwMakeContextCurrent(windows[0]);
100 
101     // Only enable vsync for the first of the windows to be swapped to
102     // avoid waiting out the interval for each window
103     glfwSwapInterval(1);
104 
105     // The contexts are created with the same APIs so the function
106     // pointers should be re-usable between them
107     gladLoadGL(glfwGetProcAddress);
108 
109     // Create the OpenGL objects inside the first context, created above
110     // All objects will be shared with the second context, created below
111     {
112         int x, y;
113         char pixels[16 * 16];
114         GLuint vertex_shader, fragment_shader;
115 
116         glGenTextures(1, &texture);
117         glBindTexture(GL_TEXTURE_2D, texture);
118 
119         srand((unsigned int) glfwGetTimerValue());
120 
121         for (y = 0;  y < 16;  y++)
122         {
123             for (x = 0;  x < 16;  x++)
124                 pixels[y * 16 + x] = rand() % 256;
125         }
126 
127         glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
128         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
129         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
130 
131         vertex_shader = glCreateShader(GL_VERTEX_SHADER);
132         glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
133         glCompileShader(vertex_shader);
134 
135         fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
136         glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
137         glCompileShader(fragment_shader);
138 
139         program = glCreateProgram();
140         glAttachShader(program, vertex_shader);
141         glAttachShader(program, fragment_shader);
142         glLinkProgram(program);
143 
144         mvp_location = glGetUniformLocation(program, "MVP");
145         color_location = glGetUniformLocation(program, "color");
146         texture_location = glGetUniformLocation(program, "texture");
147         vpos_location = glGetAttribLocation(program, "vPos");
148 
149         glGenBuffers(1, &vertex_buffer);
150         glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
151         glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
152     }
153 
154     glUseProgram(program);
155     glUniform1i(texture_location, 0);
156 
157     glEnable(GL_TEXTURE_2D);
158     glBindTexture(GL_TEXTURE_2D, texture);
159 
160     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
161     glEnableVertexAttribArray(vpos_location);
162     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
163                           sizeof(vertices[0]), (void*) 0);
164 
165     windows[1] = glfwCreateWindow(400, 400, "Second", NULL, windows[0]);
166     if (!windows[1])
167     {
168         glfwTerminate();
169         exit(EXIT_FAILURE);
170     }
171 
172     // Place the second window to the right of the first
173     {
174         int xpos, ypos, left, right, width;
175 
176         glfwGetWindowSize(windows[0], &width, NULL);
177         glfwGetWindowFrameSize(windows[0], &left, NULL, &right, NULL);
178         glfwGetWindowPos(windows[0], &xpos, &ypos);
179 
180         glfwSetWindowPos(windows[1], xpos + width + left + right, ypos);
181     }
182 
183     glfwSetKeyCallback(windows[1], key_callback);
184 
185     glfwMakeContextCurrent(windows[1]);
186 
187     // While objects are shared, the global context state is not and will
188     // need to be set up for each context
189 
190     glUseProgram(program);
191 
192     glEnable(GL_TEXTURE_2D);
193     glBindTexture(GL_TEXTURE_2D, texture);
194 
195     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
196     glEnableVertexAttribArray(vpos_location);
197     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
198                           sizeof(vertices[0]), (void*) 0);
199 
200     while (!glfwWindowShouldClose(windows[0]) &&
201            !glfwWindowShouldClose(windows[1]))
202     {
203         int i;
204         const vec3 colors[2] =
205         {
206             { 0.8f, 0.4f, 1.f },
207             { 0.3f, 0.4f, 1.f }
208         };
209 
210         for (i = 0;  i < 2;  i++)
211         {
212             int width, height;
213             mat4x4 mvp;
214 
215             glfwGetFramebufferSize(windows[i], &width, &height);
216             glfwMakeContextCurrent(windows[i]);
217 
218             glViewport(0, 0, width, height);
219 
220             mat4x4_ortho(mvp, 0.f, 1.f, 0.f, 1.f, 0.f, 1.f);
221             glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
222             glUniform3fv(color_location, 1, colors[i]);
223             glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
224 
225             glfwSwapBuffers(windows[i]);
226         }
227 
228         glfwWaitEvents();
229     }
230 
231     glfwTerminate();
232     exit(EXIT_SUCCESS);
233 }
234 
235