-#define GL_GLEXT_PROTOTYPES 1
-
-#include <stdio.h>
+#include <epoxy/gl.h>
#include <assert.h>
-
-#include <GL/gl.h>
-#include <GL/glext.h>
-
#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <locale>
+#include <sstream>
+#include <string>
+#include <Eigen/Core>
+
+#include "bundled_shaders.h"
+#include "fp16.h"
+#include "init.h"
#include "util.h"
+#if defined(__APPLE__)
+#include <OpenGL/OpenGL.h>
+#elif defined(WIN32)
+#include <epoxy/wgl.h>
+#else
+#include <epoxy/glx.h>
+#include <epoxy/egl.h>
+#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)
{
if (h < 0.0f) {
*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)
{
- static char buf[131072];
- FILE *fp = fopen(filename.c_str(), "r");
- if (fp == NULL) {
- perror(filename.c_str());
+ 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_from_bundle(const string &filename)
+{
+ for (const BundledShader *shader = bundled_shaders; shader->filename != nullptr; ++shader) {
+ if (shader->filename == filename) {
+ return string(shader_bundle + shader->offset, shader->length);
+ }
+ }
+ return ""; // Not found.
+}
+
+string read_file(const string &filename)
+{
+ string contents_from_bundle = read_file_from_bundle(filename);
+
+ // If no data directory has been given, we read only from the bundle.
+ if (*movit_data_directory == "") {
+ if (contents_from_bundle.empty()) {
+ fprintf(stderr, "%s: Shader not compiled in, and no data directory has been given.\n", filename.c_str());
+ exit(1);
+ } else {
+ return contents_from_bundle;
+ }
+ }
+
+ // If we're given a data directory, we still support reading from the bundle,
+ // but a successful read from the file system takes priority.
+ const string full_pathname = *movit_data_directory + "/" + filename;
+
+ FILE *fp = fopen(full_pathname.c_str(), "r");
+ if (fp == nullptr) {
+ if (!contents_from_bundle.empty()) {
+ return contents_from_bundle;
+ }
+ perror(full_pathname.c_str());
+ exit(1);
+ }
+
+ int ret = fseek(fp, 0, SEEK_END);
+ if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
+ perror("fseek(SEEK_END)");
+ exit(1);
+ }
+
+ int size = ftell(fp);
+
+ ret = fseek(fp, 0, SEEK_SET);
+ if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
+ perror("fseek(SEEK_SET)");
exit(1);
}
- int len = fread(buf, 1, sizeof(buf), fp);
+ string str;
+ str.resize(size);
+ ret = fread(&str[0], size, 1, fp);
+ if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
+ perror("fread");
+ exit(1);
+ }
+ if (ret == 0) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
+ fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
+ size, full_pathname.c_str());
+ exit(1);
+ }
fclose(fp);
- return std::string(buf, len);
+ return str;
+}
+
+string read_version_dependent_file(const string &base, const string &extension)
+{
+ if (movit_shader_model == MOVIT_GLSL_130) {
+ return read_file(base + ".130." + extension);
+ } else if (movit_shader_model == MOVIT_GLSL_150) {
+ return read_file(base + ".150." + 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() };
- const GLint length[] = { shader_src.size() };
+ const GLint length[] = { (GLint)shader_src.size() };
glShaderSource(obj, 1, source, length);
glCompileShader(obj);
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);
if (status == GL_FALSE) {
+ // Add some line numbers to easier identify compile errors.
+ string src_with_lines = "/* 1 */ ";
+ size_t lineno = 1;
+ for (char ch : shader_src) {
+ src_with_lines.push_back(ch);
+ if (ch == '\n') {
+ char buf[32];
+ snprintf(buf, sizeof(buf), "/* %3zu */ ", ++lineno);
+ src_with_lines += buf;
+ }
+ }
+
+ fprintf(stderr, "Failed to compile shader:\n%s\n", src_with_lines.c_str());
exit(1);
}
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];
+ 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");
+}
- 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];
+string output_glsl_mat3(const string &name, const Eigen::Matrix3d &m)
+{
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const mat3 " << name << " = mat3(\n";
+ ss << " " << m(0,0) << ", " << m(1,0) << ", " << m(2,0) << ",\n";
+ ss << " " << m(0,1) << ", " << m(1,1) << ", " << m(2,1) << ",\n";
+ ss << " " << m(0,2) << ", " << m(1,2) << ", " << m(2,2) << ");\n\n";
+ return ss.str();
+}
- 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];
+string output_glsl_float(const string &name, float x)
+{
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const float " << name << " = " << x << ";\n";
+ return ss.str();
}
-void invert_3x3_matrix(const Matrix3x3 m, Matrix3x3 result)
+string output_glsl_vec2(const string &name, float x, float y)
{
- 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]);
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const vec2 " << name << " = vec2(" << x << ", " << y << ");\n";
+ return ss.str();
+}
- 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]);
+string output_glsl_vec3(const string &name, float x, float y, float z)
+{
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const vec3 " << name << " = vec3(" << x << ", " << y << ", " << z << ");\n";
+ return ss.str();
+}
- 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]);
+GLuint generate_vbo(GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
+{
+ 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();
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ check_error();
- 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]);
+ return vbo;
}
-void print_3x3_matrix(const Matrix3x3 m)
+GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
{
- 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");
+ int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
+ if (attrib == -1) {
+ return -1;
+ }
+
+ GLuint vbo = generate_vbo(size, type, data_size, data);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ 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(__APPLE__)
+ return (void *)CGLGetCurrentContext();
+#elif defined(WIN32)
+ return (void *)wglGetCurrentContext();
+#else
+ void *ret = (void *)eglGetCurrentContext();
+ if (ret != nullptr) {
+ return ret;
+ }
+ return (void *)glXGetCurrentContext();
+#endif
+}
+
+void abort_gl_error(GLenum err, const char *filename, int line)
+{
+ const char *err_text = "unknown";
+
+ // All errors listed in the glGetError(3G) man page.
+ switch (err) {
+ case GL_NO_ERROR:
+ err_text = "GL_NO_ERROR"; // Should not happen.
+ break;
+ case GL_INVALID_ENUM:
+ err_text = "GL_INVALID_ENUM";
+ break;
+ case GL_INVALID_VALUE:
+ err_text = "GL_INVALID_VALUE";
+ break;
+ case GL_INVALID_OPERATION:
+ err_text = "GL_INVALID_OPERATION";
+ break;
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ err_text = "GL_INVALID_FRAMEBUFFER_OPERATION";
+ break;
+ case GL_OUT_OF_MEMORY:
+ err_text = "GL_OUT_OF_MEMORY";
+ break;
+ case GL_STACK_UNDERFLOW:
+ err_text = "GL_STACK_UNDERFLOW";
+ break;
+ case GL_STACK_OVERFLOW:
+ err_text = "GL_STACK_OVERFLOW";
+ break;
+ }
+ fprintf(stderr, "GL error 0x%x (%s) at %s:%d\n", err, err_text, filename, line);
+ abort();
+}
+
+} // namespace movit