// Various utilities.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include <Eigen/Core>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+namespace movit {
+
// 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);
// 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].
//
// (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 <attribute_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);
+
+} // 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 %s:%d\n", err, __FILE__, __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.