#define GL_GLEXT_PROTOTYPES 1
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <locale.h>
#include <math.h>
void EffectChain::compile_glsl_program(Phase *phase)
{
- string frag_shader = read_file("header.frag");
+ string frag_shader = read_version_dependent_file("header", "frag");
// Create functions for all the texture inputs that we need.
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n";
+ frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
frag_shader += "}\n";
frag_shader += "\n";
}
frag_shader += "\n";
}
frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
- frag_shader.append(read_file("footer.frag"));
+ frag_shader.append(read_version_dependent_file("footer", "frag"));
- phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
+ string vert_shader = read_version_dependent_file("vs", "vert");
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
}
// Construct GLSL programs, starting at the given effect and following
{
// Save the current locale, and set it to C, so that we can output decimal
// numbers with printf and be sure to get them in the format mandated by GLSL.
- char *saved_locale = setlocale(LC_NUMERIC, "C");
+ // Note that the OpenGL driver might call setlocale() behind-the-scenes,
+ // and that might corrupt the returned pointer, so we need to take our own
+ // copy of it here.
+ char *saved_locale = strdup(setlocale(LC_NUMERIC, NULL));
+ setlocale(LC_NUMERIC, "C");
// Output the graph as it is before we do any conversions on it.
output_dot("step0-start.dot");
finalized = true;
setlocale(LC_NUMERIC, saved_locale);
+ free(saved_locale);
}
void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)