#define WIDTH 1280
#define HEIGHT 720
-#include <GL/glew.h>
+#include <epoxy/gl.h>
+
+#ifdef HAVE_SDL2
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_error.h>
+#include <SDL2/SDL_events.h>
+#include <SDL2/SDL_image.h>
+#include <SDL2/SDL_keyboard.h>
+#include <SDL2/SDL_mouse.h>
+#include <SDL2/SDL_video.h>
+#else
#include <SDL/SDL.h>
#include <SDL/SDL_error.h>
#include <SDL/SDL_events.h>
#include <SDL/SDL_keysym.h>
#include <SDL/SDL_mouse.h>
#include <SDL/SDL_video.h>
+#endif
+
#include <assert.h>
#include <features.h>
#include <math.h>
#include "util.h"
#include "widgets.h"
+using namespace movit;
+
unsigned char result[WIDTH * HEIGHT * 4];
float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
rgba_fmt.Gshift = 8;
rgba_fmt.Bshift = 0;
rgba_fmt.Ashift = 24;
-
+
+#ifndef HAVE_SDL2
rgba_fmt.colorkey = 0;
rgba_fmt.alpha = 255;
+#endif
SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+#ifdef HAVE_SDL2
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+ SDL_Window *window = SDL_CreateWindow("OpenGL window",
+ SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ WIDTH, HEIGHT,
+ SDL_WINDOW_OPENGL);
+ SDL_GLContext context = SDL_GL_CreateContext(window);
+ assert(context != NULL);
+#else
SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
SDL_WM_SetCaption("OpenGL window", NULL);
+#endif
CHECK(init_movit(".", MOVIT_DEBUG_ON));
printf("GPU texture subpixel precision: about %.1f bits\n",
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
- make_hsv_wheel_texture();
+ init_hsv_resources();
+ check_error();
int frame = 0;
bool screenshot = false;
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
check_error();
- glLoadIdentity();
draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
draw_saturation_bar(0.75f, blur_radius / 100.0f);
draw_saturation_bar(0.80f, blurred_mix_amount);
+#ifdef HAVE_SDL2
+ SDL_GL_SwapWindow(window);
+#else
SDL_GL_SwapBuffers();
+#endif
check_error();
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
}
#endif
}
+ cleanup_hsv_resources();
return 0;
}