1 //========================================================================
2 // Offscreen rendering 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 #include <glad/gl.h>
27 #define GLFW_INCLUDE_NONE
28 #include <GLFW/glfw3.h>
29 
30 #if USE_NATIVE_OSMESA
31  #define GLFW_EXPOSE_NATIVE_OSMESA
32  #include <GLFW/glfw3native.h>
33 #endif
34 
35 #include "linmath.h"
36 
37 #include <stdlib.h>
38 #include <stdio.h>
39 
40 #define STB_IMAGE_WRITE_IMPLEMENTATION
41 #include <stb_image_write.h>
42 
43 static const struct
44 {
45     float x, y;
46     float r, g, b;
47 } vertices[3] =
48 {
49     { -0.6f, -0.4f, 1.f, 0.f, 0.f },
50     {  0.6f, -0.4f, 0.f, 1.f, 0.f },
51     {   0.f,  0.6f, 0.f, 0.f, 1.f }
52 };
53 
54 static const char* vertex_shader_text =
55 "#version 110\n"
56 "uniform mat4 MVP;\n"
57 "attribute vec3 vCol;\n"
58 "attribute vec2 vPos;\n"
59 "varying vec3 color;\n"
60 "void main()\n"
61 "{\n"
62 "    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
63 "    color = vCol;\n"
64 "}\n";
65 
66 static const char* fragment_shader_text =
67 "#version 110\n"
68 "varying vec3 color;\n"
69 "void main()\n"
70 "{\n"
71 "    gl_FragColor = vec4(color, 1.0);\n"
72 "}\n";
73 
error_callback(int error,const char * description)74 static void error_callback(int error, const char* description)
75 {
76     fprintf(stderr, "Error: %s\n", description);
77 }
78 
main(void)79 int main(void)
80 {
81     GLFWwindow* window;
82     GLuint vertex_buffer, vertex_shader, fragment_shader, program;
83     GLint mvp_location, vpos_location, vcol_location;
84     float ratio;
85     int width, height;
86     mat4x4 mvp;
87     char* buffer;
88 
89     glfwSetErrorCallback(error_callback);
90 
91     glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE);
92 
93     if (!glfwInit())
94         exit(EXIT_FAILURE);
95 
96     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
97     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
98     glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
99 
100     window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
101     if (!window)
102     {
103         glfwTerminate();
104         exit(EXIT_FAILURE);
105     }
106 
107     glfwMakeContextCurrent(window);
108     gladLoadGL(glfwGetProcAddress);
109 
110     // NOTE: OpenGL error checks have been omitted for brevity
111 
112     glGenBuffers(1, &vertex_buffer);
113     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
114     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
115 
116     vertex_shader = glCreateShader(GL_VERTEX_SHADER);
117     glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
118     glCompileShader(vertex_shader);
119 
120     fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
121     glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
122     glCompileShader(fragment_shader);
123 
124     program = glCreateProgram();
125     glAttachShader(program, vertex_shader);
126     glAttachShader(program, fragment_shader);
127     glLinkProgram(program);
128 
129     mvp_location = glGetUniformLocation(program, "MVP");
130     vpos_location = glGetAttribLocation(program, "vPos");
131     vcol_location = glGetAttribLocation(program, "vCol");
132 
133     glEnableVertexAttribArray(vpos_location);
134     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
135                           sizeof(vertices[0]), (void*) 0);
136     glEnableVertexAttribArray(vcol_location);
137     glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
138                           sizeof(vertices[0]), (void*) (sizeof(float) * 2));
139 
140     glfwGetFramebufferSize(window, &width, &height);
141     ratio = width / (float) height;
142 
143     glViewport(0, 0, width, height);
144     glClear(GL_COLOR_BUFFER_BIT);
145 
146     mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
147 
148     glUseProgram(program);
149     glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
150     glDrawArrays(GL_TRIANGLES, 0, 3);
151     glFinish();
152 
153 #if USE_NATIVE_OSMESA
154     glfwGetOSMesaColorBuffer(window, &width, &height, NULL, (void**) &buffer);
155 #else
156     buffer = calloc(4, width * height);
157     glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
158 #endif
159 
160     // Write image Y-flipped because OpenGL
161     stbi_write_png("offscreen.png",
162                    width, height, 4,
163                    buffer + (width * 4 * (height - 1)),
164                    -width * 4);
165 
166 #if USE_NATIVE_OSMESA
167     // Here is where there's nothing
168 #else
169     free(buffer);
170 #endif
171 
172     glfwDestroyWindow(window);
173 
174     glfwTerminate();
175     exit(EXIT_SUCCESS);
176 }
177 
178