File: util.cpp

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#include <epoxy/gl.h>
#include <assert.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) {
		h += 2.0f * M_PI;
	}
	float c = v * s;
	float hp = (h * 180.0 / M_PI) / 60.0;
	float x = c * (1 - fabs(fmod(hp, 2.0f) - 1.0f));

	if (hp >= 0 && hp < 1) {
		*r = c;
		*g = x;
		*b = 0.0f;
	} else if (hp >= 1 && hp < 2) {
		*r = x;
		*g = c;
		*b = 0.0f;
	} else if (hp >= 2 && hp < 3) {
		*r = 0.0f;
		*g = c;
		*b = x;
	} else if (hp >= 3 && hp < 4) {
		*r = 0.0f;
		*g = x;
		*b = c;
	} else if (hp >= 4 && hp < 5) {
		*r = x;
		*g = 0.0f;
		*b = c;
	} else {
		*r = c;
		*g = 0.0f;
		*b = x;
	}

	float m = v - c;
	*r += m;
	*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;
	}
}

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);
	}

	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 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 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) {
		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 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");
}

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();
}

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();
}

string output_glsl_vec2(const string &name, float x, float y)
{
	// 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();
}

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();
}

GLuint generate_vbo(GLint size, GLenum type, long 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();

	return vbo;
}

GLuint generate_vbo(GLint size, GLenum type, int data_size, const GLvoid *data)
{
	return generate_vbo(size, type, long{data_size}, data);
}

GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
{
	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