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#include <iostream>
#include <GLFW/glfw3.h>
#include <glbinding/glbinding.h>
#include <glbinding/Version.h>
#include <glbinding/FunctionCall.h>
#include <glbinding/CallbackMask.h>
#include <glbinding/gl/gl.h>
#include <glbinding/getProcAddress.h>
#include <glbinding-aux/ContextInfo.h>
#include <glbinding-aux/Meta.h>
#include <glbinding-aux/types_to_string.h>
#include <glbinding-aux/ValidVersions.h>
#include <glbinding-aux/debug.h>
using namespace gl;
using namespace glbinding;
void error(int errnum, const char * errmsg)
{
std::cerr << errnum << ": " << errmsg << std::endl;
}
void key_callback(GLFWwindow * window, int key, int /*scancode*/, int action, int /*mods*/)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, 1);
}
}
int main(int, char *[])
{
glfwSetErrorCallback(error);
if (!glfwInit())
return 1;
glfwDefaultWindowHints();
#ifdef SYSTEM_DARWIN
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
// Initialize window 1
GLFWwindow * window1 = glfwCreateWindow(640, 480, "", nullptr, nullptr);
if (!window1)
{
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window1, key_callback);
glfwMakeContextCurrent(window1);
glbinding::initialize(0, glfwGetProcAddress, false); // only resolve functions that are actually used (lazy)
glbinding::aux::enableGetErrorCallback();
// Initialize window 2
GLFWwindow * window2 = glfwCreateWindow(640, 480, "", nullptr, nullptr);
if (!window2)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window2);
glfwSetKeyCallback(window2, key_callback);
glbinding::initialize(1, glfwGetProcAddress, false); // only resolve functions that are actually used (lazy)
glbinding::aux::enableGetErrorCallback();
// print some gl infos (query)
std::cout << std::endl
<< "OpenGL Version: " << aux::ContextInfo::version() << std::endl
<< "OpenGL Vendor: " << aux::ContextInfo::vendor() << std::endl
<< "OpenGL Renderer: " << aux::ContextInfo::renderer() << std::endl;
// Rendering Loop
int width, height;
int activeWindow = 0;
while (!glfwWindowShouldClose(window1) && !glfwWindowShouldClose(window2))
{
glfwPollEvents();
if ((activeWindow % 2) == 0)
{
glfwGetFramebufferSize(window1, &width, &height);
glfwMakeContextCurrent(window1);
glbinding::useContext(0);
glClearColor(1.0f, 0.0f, activeWindow / 15.0f, 0.0f);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window1);
}
else if ((activeWindow % 2) == 1)
{
glfwGetFramebufferSize(window2, &width, &height);
glfwMakeContextCurrent(window2);
glbinding::useContext(1);
glClearColor(0.0f, 1.0f, activeWindow / 15.0f, 0.0f);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window2);
}
activeWindow = (activeWindow + 1) % 16;
}
glfwTerminate();
return 0;
}
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