/usr/include/movit/util.h is in libmovit-dev 1.1.2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 | #ifndef _MOVIT_UTIL_H
#define _MOVIT_UTIL_H 1
// Various utilities.
#include <epoxy/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include <Eigen/Core>
#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);
// Converts a HSV color to RGB, but keeps luminance constant
// (ie. color luminance is as if S=0).
void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b);
// Read a file from disk and return its contents.
// Dies if the file does not exist.
std::string read_file(const std::string &filename);
// Reads <base>.<extension>, <base>.130.<extension> or <base>.300es.<extension> and
// returns its contents, depending on <movit_shader_level>.
std::string read_version_dependent_file(const std::string &base, const std::string &extension);
// Compile the given GLSL shader (typically a vertex or fragment shader)
// and return the object number.
GLuint compile_shader(const std::string &shader_src, GLenum type);
// Print a 3x3 matrix to standard output. Useful for debugging.
void print_3x3_matrix(const Eigen::Matrix3d &m);
// 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].
//
// 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);
// If v is not already a power of two, return the first higher power of two.
unsigned next_power_of_two(unsigned v);
// Get a pointer that represents the current OpenGL context, in a cross-platform way.
// This is not intended for anything but identification (ie., so you can associate
// different FBOs with different contexts); you should probably not try to cast it
// back into anything you intend to pass into OpenGL.
void *get_gl_context_identifier();
} // 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__); 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(_MOVIT_UTIL_H)
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