-#define GL_GLEXT_PROTOTYPES 1
#define NO_SDL_GLEXT 1
#define WIDTH 1280
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,
printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n",
movit_num_wrongly_rounded);
if (movit_num_wrongly_rounded > 0) {
- if (movit_shader_rounding_supported) {
- printf("Rounding off in the shader to compensate.\n");
- } else {
- printf("No shader roundoff available; cannot compensate.\n");
- }
+ printf("Rounding off in the shader to compensate.\n");
}
unsigned img_w, img_h;
EffectChain chain(WIDTH, HEIGHT);
glViewport(0, 0, WIDTH, HEIGHT);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
ImageFormat inout_format;
inout_format.color_space = COLORSPACE_sRGB;
inout_format.gamma_curve = GAMMA_sRGB;
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);
}
#endif
}
+ cleanup_hsv_resources();
return 0;
}