X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.cpp;h=3b15c3787d7e82644d6c5633d9ea05387e0efb88;hp=08298c7701b9146fcbd76b9330170b458a80f28b;hb=5b1ec775a021f215307fc63e8df54bb1109aeb58;hpb=cfe0bc4fa1e2a56eeb12c33e596f79c1292292c8 diff --git a/util.cpp b/util.cpp index 08298c7..3b15c37 100644 --- a/util.cpp +++ b/util.cpp @@ -1,9 +1,17 @@ -#include +#include #include - #include +#include +#include +#include +#include + +#include "init.h" #include "util.h" -#include "opengl.h" + +using namespace std; + +extern string *movit_data_directory; void hsv2rgb(float h, float s, float v, float *r, float *g, float *b) { @@ -46,22 +54,39 @@ void hsv2rgb(float h, float s, float v, float *r, float *g, float *b) *b += m; } -std::string read_file(const std::string &filename) +void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b) { + float ref_r, ref_g, ref_b; + hsv2rgb(h, s, v, r, g, b); + hsv2rgb(h, 0.0f, v, &ref_r, &ref_g, &ref_b); + float lum = 0.2126 * *r + 0.7152 * *g + 0.0722 * *b; + float ref_lum = 0.2126 * ref_r + 0.7152 * ref_g + 0.0722 * ref_b; + if (lum > 1e-3) { + float fac = ref_lum / lum; + *r *= fac; + *g *= fac; + *b *= fac; + } +} + +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); } -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() }; @@ -73,7 +98,9 @@ GLuint compile_shader(const std::string &shader_src, GLenum type) GLsizei log_length = sizeof(info_log) - 1; glGetShaderInfoLog(obj, log_length, &log_length, info_log); info_log[log_length] = 0; - printf("shader compile log: %s\n", info_log); + if (strlen(info_log) > 0) { + fprintf(stderr, "Shader compile log: %s\n", info_log); + } GLint status; glGetShaderiv(obj, GL_COMPILE_STATUS, &status); @@ -84,52 +111,67 @@ GLuint compile_shader(const std::string &shader_src, GLenum type) return obj; } -void multiply_3x3_matrices(const Matrix3x3 a, const Matrix3x3 b, Matrix3x3 result) +void print_3x3_matrix(const Eigen::Matrix3d& m) { - result[0] = a[0] * b[0] + a[3] * b[1] + a[6] * b[2]; - result[1] = a[1] * b[0] + a[4] * b[1] + a[7] * b[2]; - result[2] = a[2] * b[0] + a[5] * b[1] + a[8] * b[2]; - - result[3] = a[0] * b[3] + a[3] * b[4] + a[6] * b[5]; - result[4] = a[1] * b[3] + a[4] * b[4] + a[7] * b[5]; - result[5] = a[2] * b[3] + a[5] * b[4] + a[8] * b[5]; - - result[6] = a[0] * b[6] + a[3] * b[7] + a[6] * b[8]; - result[7] = a[1] * b[6] + a[4] * b[7] + a[7] * b[8]; - result[8] = a[2] * b[6] + a[5] * b[7] + a[8] * b[8]; + printf("%6.4f %6.4f %6.4f\n", m(0,0), m(0,1), m(0,2)); + printf("%6.4f %6.4f %6.4f\n", m(1,0), m(1,1), m(1,2)); + printf("%6.4f %6.4f %6.4f\n", m(2,0), m(2,1), m(2,2)); + printf("\n"); } -void multiply_3x3_matrix_float3(const Matrix3x3 M, float x0, float x1, float x2, float *y0, float *y1, float *y2) +string output_glsl_mat3(const string &name, const Eigen::Matrix3d &m) { - *y0 = M[0] * x0 + M[3] * x1 + M[6] * x2; - *y1 = M[1] * x0 + M[4] * x1 + M[7] * x2; - *y2 = M[2] * x0 + M[5] * x1 + M[8] * x2; + char buf[1024]; + sprintf(buf, + "const mat3 %s = mat3(\n" + " %.8f, %.8f, %.8f,\n" + " %.8f, %.8f, %.8f,\n" + " %.8f, %.8f, %.8f);\n\n", + name.c_str(), + m(0,0), m(1,0), m(2,0), + m(0,1), m(1,1), m(2,1), + m(0,2), m(1,2), m(2,2)); + return buf; } -void invert_3x3_matrix(const Matrix3x3 m, Matrix3x3 result) +void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error) { - double inv_det = 1.0 / ( - m[6] * m[1] * m[5] - m[6] * m[2] * m[4] - - m[3] * m[1] * m[8] + m[3] * m[2] * m[7] + - m[0] * m[4] * m[8] - m[0] * m[5] * m[7]); - - result[0] = inv_det * (m[4] * m[8] - m[5] * m[7]); - result[1] = inv_det * (m[2] * m[7] - m[1] * m[8]); - result[2] = inv_det * (m[1] * m[5] - m[2] * m[4]); - - result[3] = inv_det * (m[6] * m[5] - m[3] * m[8]); - result[4] = inv_det * (m[0] * m[8] - m[6] * m[2]); - result[5] = inv_det * (m[3] * m[2] - m[0] * m[5]); - - result[6] = inv_det * (m[3] * m[7] - m[6] * m[4]); - result[7] = inv_det * (m[6] * m[1] - m[0] * m[7]); - result[8] = inv_det * (m[0] * m[4] - m[3] * m[1]); -} + 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) { + z = 0.5f; + } else { + z = w2 / (w1 + w2); + } -void print_3x3_matrix(const Matrix3x3 m) -{ - printf("%6.4f %6.4f %6.4f\n", m[0], m[3], m[6]); - printf("%6.4f %6.4f %6.4f\n", m[1], m[4], m[7]); - printf("%6.4f %6.4f %6.4f\n", m[2], m[5], m[8]); - printf("\n"); + // 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); }