2 #define _MOVIT_UTIL_H 1
12 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
16 // Converts a HSV color to RGB. Assumes h in [0, 2pi> or [-pi, pi>
17 void hsv2rgb(float h, float s, float v, float *r, float *g, float *b);
19 // Converts a HSV color to RGB, but keeps luminance constant
20 // (ie. color luminance is as if S=0).
21 void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b);
23 // Read a file from disk and return its contents.
24 // Dies if the file does not exist.
25 std::string read_file(const std::string &filename);
27 // Reads <base>.<extension>, <base>.130.<extension> or <base>.300es.<extension> and
28 // returns its contents, depending on <movit_shader_level>.
29 std::string read_version_dependent_file(const std::string &base, const std::string &extension);
31 // Compile the given GLSL shader (typically a vertex or fragment shader)
32 // and return the object number.
33 GLuint compile_shader(const std::string &shader_src, GLenum type);
35 // Print a 3x3 matrix to standard output. Useful for debugging.
36 void print_3x3_matrix(const Eigen::Matrix3d &m);
38 // Output a GLSL 3x3 matrix declaration.
39 std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m);
41 // Calculate a / b, rounding up. Does not handle overflow correctly.
42 unsigned div_round_up(unsigned a, unsigned b);
44 enum CombineRoundingBehavior {
45 COMBINE_DO_NOT_ROUND = 0,
46 COMBINE_ROUND_TO_FP16 = 1,
49 // Calculate where to sample, and with what weight, if one wants to use
50 // the GPU's bilinear hardware to sample w1 * x[pos1] + w2 * x[pos2],
51 // where pos1 and pos2 must be normalized coordinates describing neighboring
52 // pixels in the mipmap level at which you sample, and the total number of
53 // pixels (in given mipmap level) is <size>.
55 // Note that since the GPU might have limited precision in its linear
56 // interpolation, the effective weights might be different from the ones you
57 // asked for. sum_sq_error, if not NULL, will contain the sum of the
58 // (estimated) squared errors of the two weights.
60 // The answer, in "offset", comes as a normalized coordinate,
61 // so if e.g. w2 = 0, you have simply offset = pos1. If <rounding_behavior>
62 // is COMBINE_ROUND_TO_FP16, the coordinate is assumed to be stored as a
63 // rounded fp16 value. This enables more precise calculation of total_weight
65 template<class DestFloat>
66 void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size,
67 DestFloat *offset, DestFloat *total_weight, float *sum_sq_error);
69 // Create a VBO with the given data, and bind it to the vertex attribute
70 // with name <attribute_name>. Returns the VBO number.
71 GLuint fill_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data);
73 // Clean up after fill_vertex_attribute().
74 void cleanup_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLuint vbo);
76 // If v is not already a power of two, return the first higher power of two.
77 unsigned next_power_of_two(unsigned v);
79 // Get a pointer that represents the current OpenGL context, in a cross-platform way.
80 // This is not intended for anything but identification (ie., so you can associate
81 // different FBOs with different contexts); you should probably not try to cast it
82 // back into anything you intend to pass into OpenGL.
83 void *get_gl_context_identifier();
90 #define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); abort(); } }
93 // CHECK() is like assert(), but retains any side effects no matter the compilation mode.
95 #define CHECK(x) (void)(x)
97 #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)
100 #endif // !defined(_MOVIT_UTIL_H)