#define GL_GLEXT_PROTOTYPES 1
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <locale.h>
#include <math.h>
delete nodes[i];
}
for (unsigned i = 0; i < phases.size(); ++i) {
- glBindVertexArray(phases[i]->vao);
- check_error();
-
- cleanup_vertex_attribute(phases[i]->glsl_program_num, "position", phases[i]->position_vbo);
- cleanup_vertex_attribute(phases[i]->glsl_program_num, "texcoord", phases[i]->texcoord_vbo);
-
- glBindVertexArray(0);
- check_error();
-
resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
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"));
-
- phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
-
- // Prepare the geometry for the fullscreen quad used in this phase.
- // (We have separate VAOs per shader, since the bindings can in theory
- // be different.)
- float vertices[] = {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f
- };
+ frag_shader.append(read_version_dependent_file("footer", "frag"));
- glGenVertexArrays(1, &phase->vao);
- check_error();
- glBindVertexArray(phase->vao);
- check_error();
-
- phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
-
- glBindVertexArray(0);
- check_error();
+ 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)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
- glBindVertexArray(0);
- check_error();
glUseProgram(0);
check_error();
}
// And now the output. (Already set up for us if it is the last phase.)
if (!last_phase) {
- void *context = get_gl_context_identifier();
- fbo = resource_pool->create_fbo(context, (*output_textures)[phase]);
+ fbo = resource_pool->create_fbo((*output_textures)[phase]);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, phase->output_width, phase->output_height);
}
}
}
- glBindVertexArray(phase->vao);
+ // Now draw!
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
check_error();
+
+ GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+
+ glUseProgram(0);
+ check_error();
+
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
node->effect->clear_gl_state();
if (!last_phase) {
resource_pool->release_fbo(fbo);
}
+
+ glDeleteVertexArrays(1, &vao);
+ check_error();
}
void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps)