X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.h;h=45fe6ba922b9728c5ac827ddb4b4d63a13a8ad11;hp=dcb84a0cbf7e259b8717c9861d2cc066d386a032;hb=f216b7bef5a968c89f6fc78e83cc26a91e504a8a;hpb=a5f301c52c22bc29ade2a2b39f4ff3e4b10310a7 diff --git a/util.h b/util.h index dcb84a0..45fe6ba 100644 --- a/util.h +++ b/util.h @@ -1,31 +1,115 @@ -#ifndef _UTIL_H -#define _UTIL_H 1 +#ifndef _MOVIT_UTIL_H +#define _MOVIT_UTIL_H 1 +// Various utilities. + +#include #include #include - +#include #include - -#include +#include "defs.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) -// assumes h in [0, 2pi> or [-pi, pi> +namespace movit { + +// 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); + +// Reads ., .130. or .300es. and +// returns its contents, depending on . +std::string read_version_dependent_file(const std::string &base, const std::string &extension); + +// 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); + +// Output GLSL scalar, 2-length and 3-length vector declarations. +std::string output_glsl_float(const std::string &name, float x); +std::string output_glsl_vec2(const std::string &name, float x, float y); +std::string output_glsl_vec3(const std::string &name, float x, float y, float z); + +// Calculate a / b, rounding up. Does not handle overflow correctly. +unsigned div_round_up(unsigned a, unsigned b); + +enum CombineRoundingBehavior { + COMBINE_DO_NOT_ROUND = 0, + COMBINE_ROUND_TO_FP16 = 1, +}; + +// Calculate where to sample, and with what weight, if one wants to use +// the GPU's bilinear hardware to sample w1 * x[pos1] + w2 * x[pos2], +// where pos1 and pos2 must be normalized coordinates describing neighboring +// texels in the mipmap level at which you sample. is the +// number of distinct accessible subtexels in the given mipmap level, +// calculated by num_texels / movit_texel_subpixel_precision. It is a float +// for performance reasons, even though it is expected to be a whole number. +// is simply its inverse (1/x). +// +// Note that since the GPU might have limited precision in its linear +// interpolation, the effective weights might be different from the ones you +// asked for. sum_sq_error, if not NULL, will contain the sum of the +// (estimated) squared errors of the two weights. +// +// The answer, in "offset", comes as a normalized coordinate, +// so if e.g. w2 = 0, you have simply offset = pos1. If +// is COMBINE_ROUND_TO_FP16, the coordinate is assumed to be stored as a +// rounded fp16 value. This enables more precise calculation of total_weight +// and sum_sq_error. +template +void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels, + DestFloat *offset, DestFloat *total_weight, float *sum_sq_error); + +// Create a VBO with the given data. Returns the VBO number. +GLuint generate_vbo(GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data); + +// Create a VBO with the given data, and bind it to the vertex attribute +// with name . Returns the VBO number. +GLuint fill_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data); + +// Clean up after fill_vertex_attribute(). +void cleanup_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLuint vbo); + +// If v is not already a power of two, return the first higher power of two. +unsigned next_power_of_two(unsigned v); + +// Get a pointer that represents the current OpenGL context, in a cross-platform way. +// This is not intended for anything but identification (ie., so you can associate +// different FBOs with different contexts); you should probably not try to cast it +// back into anything you intend to pass into OpenGL. +void *get_gl_context_identifier(); + +// Used in the check_error() macro, below. +void abort_gl_error(GLenum err, const char *filename, int line) DOES_NOT_RETURN; + +} // namespace movit #ifdef NDEBUG #define check_error() #else -#define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); exit(1); } } +#define check_error() { GLenum err = glGetError(); if (err != GL_NO_ERROR) { movit::abort_gl_error(err, __FILE__, __LINE__); } } +#endif + +// CHECK() is like assert(), but retains any side effects no matter the compilation mode. +#ifdef NDEBUG +#define CHECK(x) (void)(x) +#else +#define CHECK(x) do { bool ok = x; if (!ok) { fprintf(stderr, "%s:%d: %s: Assertion `%s' failed.\n", __FILE__, __LINE__, __PRETTY_FUNCTION__, #x); abort(); } } while (false) #endif -#endif // !defined(_UTIL_H) +#endif // !defined(_MOVIT_UTIL_H)