Created
January 7, 2016 18:13
-
-
Save jlstrecker/9df10ef177c2a49bae3e to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// clang++ -o test test.cc -Wno-deprecated-declarations -framework GLUT -framework OpenGL && ./test | |
#define SHARE_BUFFERS | |
#include <string.h> | |
#include <stdlib.h> | |
#include <GLUT/glut.h> | |
#include <dispatch/dispatch.h> | |
#include <OpenGL/OpenGL.h> | |
#include <OpenGL/CGLMacro.h> | |
#define glGenVertexArrays glGenVertexArraysAPPLE | |
#define glBindVertexArray glBindVertexArrayAPPLE | |
#define glDeleteVertexArrays glDeleteVertexArraysAPPLE | |
static GLuint compileShader(CGLContextObj cgl_ctx, GLenum type, const char *source) | |
{ | |
GLint length = strlen(source); | |
GLuint shader = glCreateShader(type); | |
glShaderSource(shader, 1, (const GLchar**)&source, &length); | |
glCompileShader(shader); | |
return shader; | |
} | |
typedef struct | |
{ | |
CGLContextObj localContext; | |
GLuint vertexShader; | |
GLuint fragmentShader; | |
GLuint program; | |
GLuint quadPositionBuffer; | |
GLuint quadElementBuffer; | |
} fboData; | |
void fbo(void *c) | |
{ | |
fboData *d = (fboData *)c; | |
CGLContextObj cgl_ctx = d->localContext; | |
glViewport(0, 0, 640, 480); | |
while (true) | |
{ | |
GLuint fbtex; | |
glGenTextures(1, &fbtex); | |
glBindTexture(GL_TEXTURE_2D, fbtex); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 640, 480, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); | |
glBindTexture(GL_TEXTURE_2D, 0); | |
GLuint fb; | |
glGenFramebuffers(1, &fb); | |
glBindFramebuffer(GL_FRAMEBUFFER, fb); | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbtex, 0); | |
GLuint vertexArray; | |
glGenVertexArrays(1, &vertexArray); | |
glBindVertexArray(vertexArray); | |
glUseProgram(d->program); | |
glBindBuffer(GL_ARRAY_BUFFER, d->quadPositionBuffer); | |
GLint positionAttribute = glGetAttribLocation(d->program, "position"); | |
glVertexAttribPointer(positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*4, (void*)0); | |
glEnableVertexAttribArray(positionAttribute); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d->quadElementBuffer); | |
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, (void*)0); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
glDisableVertexAttribArray(positionAttribute); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
glUseProgram(0); | |
glBindVertexArray(0); | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); | |
glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
glDeleteTextures(1, &fbtex); | |
glDeleteFramebuffers(1, &fb); | |
glDeleteVertexArrays(1, &vertexArray); | |
glFlushRenderAPPLE(); | |
} | |
} | |
void display(void) | |
{ | |
glutPostRedisplay(); | |
} | |
const GLfloat quadPositions[] = { | |
-1, -1, 0, 1, | |
1, -1, 0, 1, | |
-1, 1, 0, 1, | |
1, 1, 0, 1 | |
}; | |
const GLushort quadElements[] = { 0, 1, 2, 3 }; | |
#define GLSL_STRING(version,source) "#version " #version "\n" #source | |
const char *vertexShaderSource = GLSL_STRING(120, | |
attribute vec4 position; | |
void main() | |
{ | |
gl_Position = position; | |
} | |
); | |
const char *fragmentShaderSource = GLSL_STRING(120, | |
void main() | |
{ | |
gl_FragColor = vec4(gl_FragCoord.x/640, gl_FragCoord.y/480, 0, 1); | |
} | |
); | |
int main(int argc, char **argv) | |
{ | |
glutInit(&argc, argv); | |
glutInitWindowSize(640, 480); | |
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); | |
glutCreateWindow("OpenGL sharing test"); | |
glutDisplayFunc(display); | |
CGLContextObj rootContext = CGLGetCurrentContext(); | |
GLuint quadPositionBuffer = 0; | |
GLuint quadElementBuffer = 0; | |
for (int i = 0; i < 10; ++i) | |
{ | |
fboData *d = (fboData *)malloc(sizeof(fboData)); | |
CGLPixelFormatObj pf = CGLGetPixelFormat(rootContext); | |
CGLCreateContext(pf, rootContext, &d->localContext); | |
{ | |
CGLContextObj cgl_ctx = d->localContext; | |
d->vertexShader = compileShader(d->localContext, GL_VERTEX_SHADER, vertexShaderSource); | |
d->fragmentShader = compileShader(d->localContext, GL_FRAGMENT_SHADER, fragmentShaderSource); | |
d->program = glCreateProgram(); | |
glAttachShader(d->program, d->vertexShader); | |
glAttachShader(d->program, d->fragmentShader); | |
glLinkProgram(d->program); | |
#ifdef SHARE_BUFFERS | |
if (quadPositionBuffer == 0) | |
{ | |
glGenBuffers(1, &quadPositionBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, quadPositionBuffer); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(quadPositions), quadPositions, GL_STATIC_DRAW); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
glGenBuffers(1, &quadElementBuffer); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadElementBuffer); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadElements), quadElements, GL_STATIC_DRAW); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
} | |
d->quadPositionBuffer = quadPositionBuffer; | |
d->quadElementBuffer = quadElementBuffer; | |
#else | |
glGenBuffers(1, &d->quadPositionBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, d->quadPositionBuffer); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(quadPositions), quadPositions, GL_STATIC_DRAW); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
glGenBuffers(1, &d->quadElementBuffer); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d->quadElementBuffer); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadElements), quadElements, GL_STATIC_DRAW); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
#endif | |
} | |
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{ fbo(d); }); | |
} | |
glutMainLoop(); | |
return 0; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment