X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.h;h=6def56d87614a68454a45d45182e577cf612246f;hp=3abd8d124a6e11f6087f0e6ccb62765db238b39b;hb=a5f32397f9c23fa8644fe195865d6c36685cf866;hpb=0ba76f4df40e2f9847fbecfca631a34c20bf07f4 diff --git a/util.h b/util.h index 3abd8d1..6def56d 100644 --- a/util.h +++ b/util.h @@ -1,16 +1,80 @@ -#ifndef _UTIL_H -#define _UTIL_H 1 +#ifndef _MOVIT_UTIL_H +#define _MOVIT_UTIL_H 1 +// Various utilities. + +#include #include #include +#include +#include + +#define BUFFER_OFFSET(i) ((char *)NULL + (i)) + +namespace movit { -// 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); +// 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); + +// 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 a / b, rounding up. Does not handle overflow correctly. +unsigned div_round_up(unsigned a, unsigned b); + +// 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]. +// +// 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. +void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error); + +// 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(); + +} // 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 line %d\n", err, __LINE__); exit(1); } } +#define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); abort(); } } +#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)