+#include <GL/glew.h>
+#include <assert.h>
#include <math.h>
+#include <stdio.h>
+#include <string.h>
+#include <Eigen/Core>
+#include "init.h"
#include "util.h"
+extern std::string *movit_data_directory;
+
void hsv2rgb(float h, float s, float v, float *r, float *g, float *b)
{
if (h < 0.0f) {
*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)
{
+ const std::string full_pathname = *movit_data_directory + "/" + filename;
+
static char buf[131072];
- FILE *fp = fopen(filename.c_str(), "r");
+ FILE *fp = fopen(full_pathname.c_str(), "r");
if (fp == NULL) {
- perror(filename.c_str());
+ perror(full_pathname.c_str());
exit(1);
}
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 print_3x3_matrix(const Eigen::Matrix3d& m)
+{
+ 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");
+}
+
+std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m)
+{
+ char buf[1024];
+ sprintf(buf,
+ "const mat3 %s = mat3(\n"
+ " %.8f, %.8f, %.8f,\n"
+ " %.8f, %.8f, %.8f,\n"
+ " %.8f, %.8f, %.8f);\n\n",
+ name.c_str(),
+ m(0,0), m(1,0), m(2,0),
+ m(0,1), m(1,1), m(2,1),
+ m(0,2), m(1,2), m(2,2));
+ return buf;
+}
+
+void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error)
+{
+ assert(movit_initialized);
+ assert(w1 * w2 >= 0.0f); // Should not have differing signs.
+ float z; // Just a shorter name for offset.
+ if (fabs(w1 + w2) < 1e-6) {
+ z = 0.5f;
+ } else {
+ z = w2 / (w1 + w2);
+ }
+
+ // Round to the minimum number of bits we have measured earlier.
+ // The card will do this for us anyway, but if we know what the real z
+ // is, we can pick a better total_weight below.
+ z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision;
+
+ // Choose total weight w so that we minimize total squared error
+ // for the effective weights:
+ //
+ // e = (w(1-z) - a)² + (wz - b)²
+ //
+ // Differentiating by w and setting equal to zero:
+ //
+ // 2(w(1-z) - a)(1-z) + 2(wz - b)z = 0
+ // w(1-z)² - a(1-z) + wz² - bz = 0
+ // w((1-z)² + z²) = a(1-z) + bz
+ // w = (a(1-z) + bz) / ((1-z)² + z²)
+ //
+ // If z had infinite precision, this would simply reduce to w = w1 + w2.
+ *total_weight = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z));
+ *offset = z;
+
+ if (sum_sq_error != NULL) {
+ float err1 = *total_weight * (1 - z) - w1;
+ float err2 = *total_weight * z - w2;
+ *sum_sq_error = err1 * err1 + err2 * err2;
+ }
+
+ assert(*offset >= 0.0f);
+ assert(*offset <= 1.0f);
+}