ScrapExplorer - offscreen.c

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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 26#define GLAD_GL_IMPLEMENTATION 27#include <glad/gl.h> 28#define GLFW_INCLUDE_NONE 29#include <GLFW/glfw3.h> 30 31#include "linmath.h" 32 33#include <stdlib.h> 34#include <stdio.h> 35 36#define STB_IMAGE_WRITE_IMPLEMENTATION 37#include <stb_image_write.h> 38 39static const struct 40{ 41 float x, y; 42 float r, g, b; 43} vertices[3] = 44{ 45 { -0.6f, -0.4f, 1.f, 0.f, 0.f }, 46 { 0.6f, -0.4f, 0.f, 1.f, 0.f }, 47 { 0.f, 0.6f, 0.f, 0.f, 1.f } 48}; 49 50static const char* vertex_shader_text = 51"#version 110\n" 52"uniform mat4 MVP;\n" 53"attribute vec3 vCol;\n" 54"attribute vec2 vPos;\n" 55"varying vec3 color;\n" 56"void main()\n" 57"{\n" 58" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" 59" color = vCol;\n" 60"}\n"; 61 62static const char* fragment_shader_text = 63"#version 110\n" 64"varying vec3 color;\n" 65"void main()\n" 66"{\n" 67" gl_FragColor = vec4(color, 1.0);\n" 68"}\n"; 69 70static void error_callback(int error, const char* description) 71{ 72 fprintf(stderr, "Error: %s\n", description); 73} 74 75int main(void) 76{ 77 GLFWwindow* window; 78 GLuint vertex_buffer, vertex_shader, fragment_shader, program; 79 GLint mvp_location, vpos_location, vcol_location; 80 float ratio; 81 int width, height; 82 mat4x4 mvp; 83 char* buffer; 84 85 glfwSetErrorCallback(error_callback); 86 87 glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE); 88 89 if (!glfwInit()) 90 exit(EXIT_FAILURE); 91 92 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); 93 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); 94 glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); 95 96 window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); 97 if (!window) 98 { 99 glfwTerminate(); 100 exit(EXIT_FAILURE); 101 } 102 103 glfwMakeContextCurrent(window); 104 gladLoadGL(glfwGetProcAddress); 105 106 // NOTE: OpenGL error checks have been omitted for brevity 107 108 glGenBuffers(1, &vertex_buffer); 109 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); 110 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 111 112 vertex_shader = glCreateShader(GL_VERTEX_SHADER); 113 glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); 114 glCompileShader(vertex_shader); 115 116 fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); 117 glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); 118 glCompileShader(fragment_shader); 119 120 program = glCreateProgram(); 121 glAttachShader(program, vertex_shader); 122 glAttachShader(program, fragment_shader); 123 glLinkProgram(program); 124 125 mvp_location = glGetUniformLocation(program, "MVP"); 126 vpos_location = glGetAttribLocation(program, "vPos"); 127 vcol_location = glGetAttribLocation(program, "vCol"); 128 129 glEnableVertexAttribArray(vpos_location); 130 glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, 131 sizeof(vertices[0]), (void*) 0); 132 glEnableVertexAttribArray(vcol_location); 133 glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, 134 sizeof(vertices[0]), (void*) (sizeof(float) * 2)); 135 136 glfwGetFramebufferSize(window, &width, &height); 137 ratio = width / (float) height; 138 139 glViewport(0, 0, width, height); 140 glClear(GL_COLOR_BUFFER_BIT); 141 142 mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); 143 144 glUseProgram(program); 145 glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); 146 glDrawArrays(GL_TRIANGLES, 0, 3); 147 glFinish(); 148 149 buffer = calloc(4, width * height); 150 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); 151 152 // Write image Y-flipped because OpenGL 153 stbi_write_png("offscreen.png", 154 width, height, 4, 155 buffer + (width * 4 * (height - 1)), 156 -width * 4); 157 158 free(buffer); 159 160 glfwDestroyWindow(window); 161 162 glfwTerminate(); 163 exit(EXIT_SUCCESS); 164} 165 166
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