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/*
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......... 2015 Ivan Mahonin
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http: licenses="" www.gnu.org="">.</http:>
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*/
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#include <ctime></ctime>
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#include <cassert></cassert>
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#include <iostream></iostream>
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#include <iomanip></iomanip>
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#include <gl gl.h=""></gl>
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#include <gl glext.h=""></gl>
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#include <gl glx.h=""></gl>
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#include "clcontext.h"
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#include "test.h"
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#include "shaders.h"
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#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
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typedef GLXContext (*GLXCREATECONTEXTATTRIBSARBPROC)(Display*, GLXFBConfig, GLXContext, Bool, const int*);
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using namespace std;
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clock_t get_clock() {
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return clock();
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}
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int main() {
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// open display (we will use default display and screen 0)
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Display *display = XOpenDisplay(NULL);
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assert(display);
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// choose config
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int config_attribs[] = {
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GLX_DOUBLEBUFFER, False,
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GLX_RED_SIZE, 8,
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GLX_GREEN_SIZE, 8,
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GLX_BLUE_SIZE, 8,
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GLX_ALPHA_SIZE, 8,
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GLX_DEPTH_SIZE, 24,
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GLX_STENCIL_SIZE, 8,
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GLX_ACCUM_RED_SIZE, 8,
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GLX_ACCUM_GREEN_SIZE, 8,
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GLX_ACCUM_BLUE_SIZE, 8,
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GLX_ACCUM_ALPHA_SIZE, 8,
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GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT,
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None };
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int nelements = 0;
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GLXFBConfig *configs = glXChooseFBConfig(display, 0, config_attribs, &nelements);
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assert(configs != NULL && nelements > 0);
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GLXFBConfig config = configs[0];
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assert(config);
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// create pbuffer
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int pbuffer_width = 256;
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int pbuffer_height = 256;
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int pbuffer_attribs[] = {
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GLX_PBUFFER_WIDTH, pbuffer_width,
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GLX_PBUFFER_HEIGHT, pbuffer_height,
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None };
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GLXPbuffer pbuffer = glXCreatePbuffer(display, config, pbuffer_attribs);
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assert(pbuffer);
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// create context
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int context_attribs[] = {
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GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
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GLX_CONTEXT_MINOR_VERSION_ARB, 3,
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None };
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GLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (GLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB");
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GLXContext context = glXCreateContextAttribsARB(display, config, NULL, True, context_attribs);
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assert(context);
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// make context current
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glXMakeContextCurrent(display, pbuffer, pbuffer, context);
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// frame buffer
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int framebuffer_width = 512;
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int framebuffer_height = 512;
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int framebuffer_samples = 16;
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bool antialising = false;
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bool hdr = false;
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GLenum internal_format = hdr ? GL_RGBA16F : GL_RGBA;
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GLenum color_type = hdr ? GL_FLOAT : GL_UNSIGNED_BYTE;
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GLuint multisample_texture_id = 0;
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glGenTextures(1, &multisample_texture_id);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisample_texture_id);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, framebuffer_samples, internal_format, framebuffer_width, framebuffer_height, GL_TRUE);
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GLuint multisample_renderbuffer_id = 0;
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glGenRenderbuffers(1, &multisample_renderbuffer_id);
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glBindRenderbuffer(GL_RENDERBUFFER, multisample_renderbuffer_id);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, framebuffer_samples, GL_STENCIL_INDEX8, framebuffer_width, framebuffer_height);
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GLuint multisample_framebuffer_id = 0;
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glGenFramebuffers(1, &multisample_framebuffer_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisample_framebuffer_id);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, multisample_renderbuffer_id);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, multisample_texture_id, 0);
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GLuint texture_id = 0;
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, framebuffer_width, framebuffer_height, 0, GL_RGBA, color_type, NULL);
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GLuint renderbuffer_id = 0;
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glGenRenderbuffers(1, &renderbuffer_id);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, framebuffer_width, framebuffer_height);
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GLuint framebuffer_id = 0;
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glGenFramebuffers(1, &framebuffer_id);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_id);
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_id);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
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cout << "Framebuffer status:" << setbase(16)
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<< " 0x" << glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)
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<< " 0x" << glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)
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<< setbase(10) << endl;
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// set view port
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glViewport(0, 0, framebuffer_width, framebuffer_height);
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if (antialising)
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glEnable(GL_MULTISAMPLE);
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else
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_id);
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Shaders::initialize();
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// do something
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//Test::test1();
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//Test::test2();
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//Test::test3();
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//Test::test4();
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ClContext().hello();
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Shaders::deinitialize();
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// deinitialization
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &framebuffer_id);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &texture_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &multisample_framebuffer_id);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glDeleteRenderbuffers(1, &multisample_renderbuffer_id);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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glDeleteTextures(1, &multisample_texture_id);
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glXMakeContextCurrent(display, None, None, NULL);
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glXDestroyContext(display, context);
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glXDestroyPbuffer(display, pbuffer);
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XCloseDisplay(display);
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cout << "done" << endl;
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return 0;
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}
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