-#include <math.h>
+#include <stdio.h>
+#include <string.h>
+#include <assert.h>
+#include <math.h>
#include "util.h"
+#include "opengl.h"
void hsv2rgb(float h, float s, float v, float *r, float *g, float *b)
{
*g += m;
*b += m;
}
+
+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;
+ }
+}
+
+std::string read_file(const std::string &filename)
+{
+ static char buf[131072];
+ FILE *fp = fopen(filename.c_str(), "r");
+ if (fp == NULL) {
+ perror(filename.c_str());
+ exit(1);
+ }
+
+ int len = fread(buf, 1, sizeof(buf), fp);
+ fclose(fp);
+
+ return std::string(buf, len);
+}
+
+GLuint compile_shader(const std::string &shader_src, GLenum type)
+{
+ GLuint obj = glCreateShader(type);
+ const GLchar* source[] = { shader_src.data() };
+ const GLint length[] = { (GLint)shader_src.size() };
+ glShaderSource(obj, 1, source, length);
+ glCompileShader(obj);
+
+ GLchar info_log[4096];
+ GLsizei log_length = sizeof(info_log) - 1;
+ glGetShaderInfoLog(obj, log_length, &log_length, info_log);
+ info_log[log_length] = 0;
+ if (strlen(info_log) > 0) {
+ printf("shader compile log: %s\n", info_log);
+ }
+
+ GLint status;
+ glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE) {
+ exit(1);
+ }
+
+ return obj;
+}
+
+void multiply_3x3_matrices(const Matrix3x3 a, const Matrix3x3 b, Matrix3x3 result)
+{
+ 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];
+}
+
+void multiply_3x3_matrix_float3(const Matrix3x3 M, float x0, float x1, float x2, float *y0, float *y1, float *y2)
+{
+ *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;
+}
+
+void invert_3x3_matrix(const Matrix3x3 m, Matrix3x3 result)
+{
+ 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]);
+}
+
+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");
+}