//======================================================================== // Offscreen rendering example // Copyright (c) Camilla Löwy // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #define GLAD_GL_IMPLEMENTATION #include #define GLFW_INCLUDE_NONE #include #include "linmath.h" #include #include #define STB_IMAGE_WRITE_IMPLEMENTATION #include static const struct { float x, y; float r, g, b; } vertices[3] = { { -0.6f, -0.4f, 1.f, 0.f, 0.f }, { 0.6f, -0.4f, 0.f, 1.f, 0.f }, { 0.f, 0.6f, 0.f, 0.f, 1.f } }; static const char* vertex_shader_text = "#version 110\n" "uniform mat4 MVP;\n" "attribute vec3 vCol;\n" "attribute vec2 vPos;\n" "varying vec3 color;\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" " color = vCol;\n" "}\n"; static const char* fragment_shader_text = "#version 110\n" "varying vec3 color;\n" "void main()\n" "{\n" " gl_FragColor = vec4(color, 1.0);\n" "}\n"; static void error_callback(int error, const char* description) { fprintf(stderr, "Error: %s\n", description); } int main(void) { GLFWwindow* window; GLuint vertex_buffer, vertex_shader, fragment_shader, program; GLint mvp_location, vpos_location, vcol_location; float ratio; int width, height; mat4x4 mvp; char* buffer; glfwSetErrorCallback(error_callback); glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE); if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); gladLoadGL(glfwGetProcAddress); // NOTE: OpenGL error checks have been omitted for brevity glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glCompileShader(vertex_shader); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glCompileShader(fragment_shader); program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); mvp_location = glGetUniformLocation(program, "MVP"); vpos_location = glGetAttribLocation(program, "vPos"); vcol_location = glGetAttribLocation(program, "vCol"); glEnableVertexAttribArray(vpos_location); glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) 0); glEnableVertexAttribArray(vcol_location); glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) (sizeof(float) * 2)); glfwGetFramebufferSize(window, &width, &height); ratio = width / (float) height; glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT); mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); glUseProgram(program); glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); glDrawArrays(GL_TRIANGLES, 0, 3); glFinish(); buffer = calloc(4, width * height); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); // Write image Y-flipped because OpenGL stbi_write_png("offscreen.png", width, height, 4, buffer + (width * 4 * (height - 1)), -width * 4); free(buffer); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); }