offscreen.c 4.9 KB

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  1. //========================================================================
  2. // Offscreen rendering example
  3. // Copyright (c) Camilla Löwy <[email protected]>
  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. #include <glad/glad.h>
  26. #include <GLFW/glfw3.h>
  27. #if USE_NATIVE_OSMESA
  28. #define GLFW_EXPOSE_NATIVE_OSMESA
  29. #include <GLFW/glfw3native.h>
  30. #endif
  31. #include "linmath.h"
  32. #include <stdlib.h>
  33. #include <stdio.h>
  34. #define STB_IMAGE_WRITE_IMPLEMENTATION
  35. #include <stb_image_write.h>
  36. static const struct
  37. {
  38. float x, y;
  39. float r, g, b;
  40. } vertices[3] =
  41. {
  42. { -0.6f, -0.4f, 1.f, 0.f, 0.f },
  43. { 0.6f, -0.4f, 0.f, 1.f, 0.f },
  44. { 0.f, 0.6f, 0.f, 0.f, 1.f }
  45. };
  46. static const char* vertex_shader_text =
  47. "#version 110\n"
  48. "uniform mat4 MVP;\n"
  49. "attribute vec3 vCol;\n"
  50. "attribute vec2 vPos;\n"
  51. "varying vec3 color;\n"
  52. "void main()\n"
  53. "{\n"
  54. " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
  55. " color = vCol;\n"
  56. "}\n";
  57. static const char* fragment_shader_text =
  58. "#version 110\n"
  59. "varying vec3 color;\n"
  60. "void main()\n"
  61. "{\n"
  62. " gl_FragColor = vec4(color, 1.0);\n"
  63. "}\n";
  64. static void error_callback(int error, const char* description)
  65. {
  66. fprintf(stderr, "Error: %s\n", description);
  67. }
  68. int main(void)
  69. {
  70. GLFWwindow* window;
  71. GLuint vertex_buffer, vertex_shader, fragment_shader, program;
  72. GLint mvp_location, vpos_location, vcol_location;
  73. float ratio;
  74. int width, height;
  75. mat4x4 mvp;
  76. char* buffer;
  77. glfwSetErrorCallback(error_callback);
  78. if (!glfwInit())
  79. exit(EXIT_FAILURE);
  80. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  81. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  82. glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
  83. window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
  84. if (!window)
  85. {
  86. glfwTerminate();
  87. exit(EXIT_FAILURE);
  88. }
  89. glfwMakeContextCurrent(window);
  90. gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
  91. // NOTE: OpenGL error checks have been omitted for brevity
  92. glGenBuffers(1, &vertex_buffer);
  93. glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
  94. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  95. vertex_shader = glCreateShader(GL_VERTEX_SHADER);
  96. glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
  97. glCompileShader(vertex_shader);
  98. fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
  99. glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
  100. glCompileShader(fragment_shader);
  101. program = glCreateProgram();
  102. glAttachShader(program, vertex_shader);
  103. glAttachShader(program, fragment_shader);
  104. glLinkProgram(program);
  105. mvp_location = glGetUniformLocation(program, "MVP");
  106. vpos_location = glGetAttribLocation(program, "vPos");
  107. vcol_location = glGetAttribLocation(program, "vCol");
  108. glEnableVertexAttribArray(vpos_location);
  109. glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
  110. sizeof(vertices[0]), (void*) 0);
  111. glEnableVertexAttribArray(vcol_location);
  112. glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
  113. sizeof(vertices[0]), (void*) (sizeof(float) * 2));
  114. glfwGetFramebufferSize(window, &width, &height);
  115. ratio = width / (float) height;
  116. glViewport(0, 0, width, height);
  117. glClear(GL_COLOR_BUFFER_BIT);
  118. mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
  119. glUseProgram(program);
  120. glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
  121. glDrawArrays(GL_TRIANGLES, 0, 3);
  122. #if USE_NATIVE_OSMESA
  123. glfwGetOSMesaColorBuffer(window, &width, &height, NULL, (void**) &buffer);
  124. #else
  125. buffer = calloc(4, width * height);
  126. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  127. #endif
  128. // Write image Y-flipped because OpenGL
  129. stbi_write_png("offscreen.png",
  130. width, height, 4,
  131. buffer + (width * 4 * (height - 1)),
  132. -width * 4);
  133. #if USE_NATIVE_OSMESA
  134. // Here is where there's nothing
  135. #else
  136. free(buffer);
  137. #endif
  138. glfwDestroyWindow(window);
  139. glfwTerminate();
  140. exit(EXIT_SUCCESS);
  141. }