X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.cpp;h=01787f013e0a4c70817be2ccf49743cddb7bd254;hp=c6517c90fbe8af07733463fa9d41d0831a0a73f0;hb=refs%2Fheads%2Fepoxy;hpb=2463f8abd9662e08438e23e5c0d0f958ea4fe54e diff --git a/util.cpp b/util.cpp index c6517c9..01787f0 100644 --- a/util.cpp +++ b/util.cpp @@ -1,10 +1,27 @@ +#include +#include +#include #include +#include #include -#include +#include -#include +#include "init.h" #include "util.h" -#include "opengl.h" + +#if defined(__DARWIN__) +#include +#elif defined(WIN32) +#include +#else +#include +#endif + +using namespace std; + +namespace movit { + +extern string *movit_data_directory; void hsv2rgb(float h, float s, float v, float *r, float *g, float *b) { @@ -62,22 +79,37 @@ void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b) } } -std::string read_file(const std::string &filename) +string read_file(const string &filename) { + const string full_pathname = *movit_data_directory + "/" + filename; + static char buf[131072]; - FILE *fp = fopen(filename.c_str(), "r"); + FILE *fp = fopen(full_pathname.c_str(), "r"); if (fp == NULL) { - perror(filename.c_str()); + perror(full_pathname.c_str()); exit(1); } int len = fread(buf, 1, sizeof(buf), fp); fclose(fp); - return std::string(buf, len); + return string(buf, len); +} + +string read_version_dependent_file(const string &base, const string &extension) +{ + if (movit_shader_model == MOVIT_GLSL_110) { + return read_file(base + "." + extension); + } else if (movit_shader_model == MOVIT_GLSL_130) { + return read_file(base + ".130." + extension); + } else if (movit_shader_model == MOVIT_ESSL_300) { + return read_file(base + ".300es." + extension); + } else { + assert(false); + } } -GLuint compile_shader(const std::string &shader_src, GLenum type) +GLuint compile_shader(const string &shader_src, GLenum type) { GLuint obj = glCreateShader(type); const GLchar* source[] = { shader_src.data() }; @@ -90,7 +122,7 @@ GLuint compile_shader(const std::string &shader_src, GLenum type) glGetShaderInfoLog(obj, log_length, &log_length, info_log); info_log[log_length] = 0; if (strlen(info_log) > 0) { - printf("shader compile log: %s\n", info_log); + fprintf(stderr, "Shader compile log: %s\n", info_log); } GLint status; @@ -110,7 +142,7 @@ void print_3x3_matrix(const Eigen::Matrix3d& m) printf("\n"); } -std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m) +string output_glsl_mat3(const string &name, const Eigen::Matrix3d &m) { char buf[1024]; sprintf(buf, @@ -125,16 +157,112 @@ std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m) return buf; } -void combine_two_samples(float w1, float w2, float *offset, float *total_weight) +void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error) { + assert(movit_initialized); assert(w1 * w2 >= 0.0f); // Should not have differing signs. + float z; // Just a shorter name for offset. if (fabs(w1 + w2) < 1e-6) { - *offset = 0.5f; - *total_weight = 0.0f; + z = 0.5f; } else { - *offset = w2 / (w1 + w2); - *total_weight = w1 + w2; + z = w2 / (w1 + w2); + } + + // Round to the minimum number of bits we have measured earlier. + // The card will do this for us anyway, but if we know what the real z + // is, we can pick a better total_weight below. + z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; + + // Choose total weight w so that we minimize total squared error + // for the effective weights: + // + // e = (w(1-z) - a)² + (wz - b)² + // + // Differentiating by w and setting equal to zero: + // + // 2(w(1-z) - a)(1-z) + 2(wz - b)z = 0 + // w(1-z)² - a(1-z) + wz² - bz = 0 + // w((1-z)² + z²) = a(1-z) + bz + // w = (a(1-z) + bz) / ((1-z)² + z²) + // + // If z had infinite precision, this would simply reduce to w = w1 + w2. + *total_weight = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z)); + *offset = z; + + if (sum_sq_error != NULL) { + float err1 = *total_weight * (1 - z) - w1; + float err2 = *total_weight * z - w2; + *sum_sq_error = err1 * err1 + err2 * err2; } + assert(*offset >= 0.0f); assert(*offset <= 1.0f); } + +GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data) +{ + int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str()); + if (attrib == -1) { + return -1; + } + + GLuint vbo; + glGenBuffers(1, &vbo); + check_error(); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + check_error(); + glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW); + check_error(); + glEnableVertexAttribArray(attrib); + check_error(); + glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0)); + check_error(); + glBindBuffer(GL_ARRAY_BUFFER, 0); + check_error(); + + return vbo; +} + +void cleanup_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLuint vbo) +{ + int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str()); + if (attrib == -1) { + return; + } + + glDisableVertexAttribArray(attrib); + check_error(); + glDeleteBuffers(1, &vbo); + check_error(); +} + +unsigned div_round_up(unsigned a, unsigned b) +{ + return (a + b - 1) / b; +} + +// Algorithm from http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2. +unsigned next_power_of_two(unsigned v) +{ + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + v++; + return v; +} + +void *get_gl_context_identifier() +{ +#if defined(__DARWIN__) + return (void *)CGLGetCurrentContext(); +#elif defined(WIN32) + return (void *)wglGetCurrentContext(); +#else + return (void *)glXGetCurrentContext(); +#endif +} + +} // namespace movit