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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
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