X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=util.h;h=414c20890027f8762e4a64a4fa2acd3d7428def1;hb=2463f8abd9662e08438e23e5c0d0f958ea4fe54e;hp=1c2f6a669f6bec63d9a4531c9b3c57986ae70c8c;hpb=96a1cff51a8b7dc45ebe725e0d0685eecce31331;p=movit diff --git a/util.h b/util.h index 1c2f6a6..414c208 100644 --- a/util.h +++ b/util.h @@ -1,24 +1,42 @@ #ifndef _UTIL_H #define _UTIL_H 1 +// Various utilities. + #include #include #include +#include + +#include "opengl.h" -#include +#define BUFFER_OFFSET(i) ((char *)NULL + (i)) -// assumes h in [0, 2pi> or [-pi, pi> +// Converts a HSV color to RGB. Assumes h in [0, 2pi> or [-pi, pi> void hsv2rgb(float h, float s, float v, float *r, float *g, float *b); -// Column major (same as OpenGL). -typedef double Matrix3x3[9]; +// Converts a HSV color to RGB, but keeps luminance constant +// (ie. color luminance is as if S=0). +void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b); +// Read a file from disk and return its contents. +// Dies if the file does not exist. std::string read_file(const std::string &filename); + +// Compile the given GLSL shader (typically a vertex or fragment shader) +// and return the object number. GLuint compile_shader(const std::string &shader_src, GLenum type); -void multiply_3x3_matrices(const Matrix3x3 a, const Matrix3x3 b, Matrix3x3 result); -void invert_3x3_matrix(const Matrix3x3 m, Matrix3x3 result); -void print_3x3_matrix(const Matrix3x3 m); + +// Print a 3x3 matrix to standard output. Useful for debugging. +void print_3x3_matrix(const Eigen::Matrix3d &m); + +// Output a GLSL 3x3 matrix declaration. +std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m); + +// Calculate where to sample, and with what weight, if one wants to use +// the GPU's bilinear hardware to sample w1 * x[0] + w2 * x[1]. +void combine_two_samples(float w1, float w2, float *offset, float *total_weight); #ifdef NDEBUG #define check_error()