Created
November 13, 2017 17:09
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Simple screen buffer with OpenGL2 and GLFW3
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// simple screen buffer with OpenGL 2 (and GLFW3) | |
// build with: | |
// Linux: gcc main.c -lglfw -lGL | |
// macOS: gcc main.c -lglfw -framework OpenGL | |
#include <GLFW/glfw3.h> | |
static const int WIN_WIDTH = 160; | |
static const int WIN_HEIGHT = 144; | |
int main(int argc, char **argv) { | |
// GLFW setup (creating window + OpenGL context) | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | |
GLFWwindow* window; | |
if (!glfwInit()) { | |
return -1; | |
} | |
window = glfwCreateWindow(WIN_WIDTH * 2, WIN_HEIGHT * 2, "test", | |
NULL, NULL); | |
if (!window) { | |
glfwTerminate(); | |
return -1; | |
} | |
glfwSetWindowSizeLimits(window, WIN_WIDTH, WIN_HEIGHT, | |
GLFW_DONT_CARE, GLFW_DONT_CARE); | |
glfwMakeContextCurrent(window); | |
glfwSwapInterval(1); | |
// | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
float screen_buffer[WIN_HEIGHT][WIN_WIDTH][3]; | |
GLuint texture; | |
// zero-ing the screen_buffer + putting random values in it | |
for (int x=0; x<WIN_WIDTH; x++) { | |
for (int y=0; y<WIN_HEIGHT; y++) { | |
screen_buffer[y][x][0] = 0; | |
screen_buffer[y][x][1] = 0; | |
screen_buffer[y][x][2] = 0; | |
} | |
} | |
screen_buffer[80][80][0] = 0; | |
screen_buffer[80][80][1] = 1; | |
screen_buffer[80][80][2] = 0; | |
screen_buffer[81][80][0] = 1; | |
screen_buffer[81][80][1] = 0; | |
screen_buffer[81][80][2] = 0; | |
screen_buffer[83][85][0] = 0; | |
screen_buffer[83][85][1] = 0; | |
screen_buffer[83][85][2] = 1; | |
// creating the OpenGL texture | |
glGenTextures(1, &texture); // create texture | |
glBindTexture(GL_TEXTURE_2D, texture); // specify that the texture is 2D | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
glEnable(GL_TEXTURE_2D); | |
// copying the contents of screen_buffer to the OpenGL texture | |
// call that every time you want to update the texture with new buffer | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIN_WIDTH, WIN_HEIGHT, 0, | |
GL_RGB, GL_FLOAT, screen_buffer); | |
while (!glfwWindowShouldClose(window)) { | |
glClear(GL_COLOR_BUFFER_BIT); | |
// draw the textured quad | |
glBegin(GL_QUADS); | |
glTexCoord2f(0, 0); glVertex2f(-1, 1); | |
glTexCoord2f(0, 1); glVertex2f(-1, -1); | |
glTexCoord2f(1, 1); glVertex2f(1, -1); | |
glTexCoord2f(1, 0); glVertex2f(1, 1); | |
glEnd(); | |
glfwSwapBuffers(window); | |
glfwPollEvents(); | |
} | |
return 0; | |
} |
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