-#ifndef _UTIL_H
-#define _UTIL_H 1
+#ifndef _MOVIT_UTIL_H
+#define _MOVIT_UTIL_H 1
// Various utilities.
+#include <epoxy/gl.h>
#include <stdio.h>
#include <stdlib.h>
-
-#include <string>
#include <Eigen/Core>
-
-#include "opengl.h"
+#include <string>
#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].
-static inline void combine_two_samples(float w1, float w2, float *offset, float *total_weight)
-{
- assert(w1 * w2 >= 0.0f); // Should not have differing signs.
- if (fabs(w1 + w2) < 1e-6) {
- *offset = 0.5f;
- *total_weight = 0.0f;
- } else {
- *offset = w2 / (w1 + w2);
- *total_weight = w1 + w2;
- }
- assert(*offset >= 0.0f);
- assert(*offset <= 1.0f);
-}
+//
+// Note that since the GPU might have limited precision in its linear
+// interpolation, the effective weights might be different from the ones you
+// asked for. sum_sq_error, if not NULL, will contain the sum of the
+// (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.
+#ifdef NDEBUG
+#define CHECK(x) (void)(x)
+#else
+#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)
#endif
-#endif // !defined(_UTIL_H)
+#endif // !defined(_MOVIT_UTIL_H)