/usr/share/perl5/Dizzy/TextureGenerator.pm is in dizzy 0.3-2.
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 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 | package Dizzy::TextureGenerator;
use strict;
use warnings;
use B::Deparse;
use Digest::SHA qw(sha1_hex);
use File::Path qw(make_path);
use OpenGL qw(:all);
use Dizzy::GLFeatures;
use Dizzy::Perl2GLSL;
use 5.010;
sub create_texture {
# save old texture
my $old_texture = glGetIntegerv_p(GL_TEXTURE_BINDING_2D);
# allocate the new texture
my $new_texture = (glGenTextures_p(1))[0];
glBindTexture(GL_TEXTURE_2D, $new_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
# restore the old texture
glBindTexture(GL_TEXTURE_2D, $old_texture);
return $new_texture;
}
sub render_function_software {
my %args = @_;
my $tex = "";
my ($nx, $ny, $val);
for (my $y = 0; $y < $args{resolution}; $y++) {
for (my $x = 0; $x < $args{resolution}; $x++) {
$nx = ($x / $args{resolution}) - 0.5;
$ny = ($y / $args{resolution}) - 0.5;
$val = $args{function}->($nx, $ny);
# clip excessive values
if ($val > 1.0) {
$val = 1.0;
} elsif ($val < 0.0) {
$val = 0.0;
}
# append pixel data
$tex .= pack("f", $val);
}
}
glTexImage2D_s(
GL_TEXTURE_2D,
0,
GL_LUMINANCE,
$args{resolution}, $args{resolution},
0,
GL_LUMINANCE,
GL_FLOAT,
$tex
);
}
sub render_function_shader {
my %args = @_;
# allocate texture memory.
# on windows systems, passing a NULL pointer to glTexImage2D is faster than
# allocating and passing the memory manually; in this case, the GL allocates
# the memory itself.
# on other systems (tested so far: Linux with MESA), when passing a NULL
# pointer hell breaks loose and all kinds of render errors are in the texture
# and so.
if ($^O eq "MSWin32") {
glTexImage2D_c(
GL_TEXTURE_2D, 0,
GL_RGBA8,
$args{resolution}, $args{resolution},
0,
GL_LUMINANCE, GL_FLOAT,
0
);
} else {
glTexImage2D_s(
GL_TEXTURE_2D,
0,
GL_RGBA8,
$args{resolution}, $args{resolution},
0,
GL_LUMINANCE, GL_FLOAT,
pack("f", 0) x ($args{resolution} ** 2)
);
}
# create and use a framebuffer object
my $fbo = (glGenFramebuffersEXT_p(1))[0];
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $fbo);
glFramebufferTexture2DEXT(
GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D,
glGetIntegerv_p(GL_TEXTURE_BINDING_2D),
0
);
# redefine the viewport (temporarily)
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, $args{resolution}, $args{resolution});
# prepare projection
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-1.0, 1.0, 1.0, -1.0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
# load shader
my $fragment_id = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB_p($fragment_id, $args{shader});
glCompileShaderARB($fragment_id);
if (!glGetObjectParameterivARB_p($fragment_id, GL_OBJECT_COMPILE_STATUS_ARB)) {
my $stat = glGetInfoLogARB_p($fragment_id);
print STDERR "Shader compilation failed: $stat\n";
print STDERR "Shader source:\n";
print STDERR $args{shader} . "\n";
die();
}
my $shader_prog = glCreateProgramObjectARB();
glAttachObjectARB($shader_prog, $fragment_id);
glLinkProgramARB($shader_prog);
if (!glGetObjectParameterivARB_p($shader_prog, GL_OBJECT_LINK_STATUS_ARB)) {
my $stat = glGetInfoLogARB_p($shader_prog);
die("Failed to link shader program: $stat - dying");
}
glUseProgramObjectARB($shader_prog);
# render a plane
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-1, -1);
glTexCoord2f(0, 1); glVertex2f(-1, 1);
glTexCoord2f(1, 1); glVertex2f( 1, 1);
glTexCoord2f(1, 0); glVertex2f( 1, -1);
glEnd();
# flush the output, so we can capture it
glFlush();
glFinish();
# reset everything
glUseProgramObjectARB(0);
glDeleteObjectARB($shader_prog);
glDeleteObjectARB($fragment_id);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT_p($fbo);
glPopAttrib();
}
# receives a base path like path/to/cache/c34b7a5b72-Ornament-256
# will try that file, and possibly compressed formats
sub try_load_cached_texture {
my ($base_path) = @_;
local $/;
# try uncompressed
if (-e $base_path) {
open(my $fd, "<", $base_path);
return <$fd>;
}
# try a gzip compressed version
if (-e "$base_path.gz") {
open(my $raw_fd, "<", "$base_path.gz");
require IO::Uncompress::Gunzip;
my $z = IO::Uncompress::Gunzip->new($raw_fd);
return <$z>;
}
# else...
return undef;
}
sub render_from_func {
my %args = @_;
# if GLSL is supported and so, render it freshly, without cache
# (cache read/write just wastes time here)
if (Dizzy::GLFeatures::supports("glsl") and (!Dizzy::GLFeatures::has_mesa_shader_bug() or $args{shader}) and Dizzy::GLFeatures::supports("fbo")) {
# if GLSL is supported and stuff, render it
my $shader = $args{shader} // Dizzy::Perl2GLSL::perl2glsl($args{function});
render_function_shader(
resolution => $args{shader_resolution},
shader => $shader,
);
return;
}
# so it's not supported, try to find it in the cache first.
my $hash = sha1_hex(B::Deparse->new()->coderef2text($args{function}));
if (defined($args{cache_paths})) {
foreach my $path (@{$args{cache_paths}}) {
my $name = "$path/$hash-$args{name}-$args{texture_resolution}";
my $data = try_load_cached_texture($name);
if (defined($data)) {
glTexImage2D_s(
GL_TEXTURE_2D,
0,
GL_LUMINANCE,
$args{texture_resolution}, $args{texture_resolution},
0,
GL_LUMINANCE,
GL_FLOAT,
$data
);
return;
}
}
}
# it's not found in the cache, render it on the CPU.
render_function_software(
resolution => $args{texture_resolution},
function => $args{function},
);
# if caching is active, write the texture to the cache now.
if (defined($args{cache_paths}->[0])) {
eval { make_path($args{cache_paths}->[0]) };
if ($@) {
print STDERR "$@ - not writing to cache.\n";
return;
}
my $res = glGetTexLevelParameteriv_p(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH);
my $fn = "$args{cache_paths}->[0]/$hash-$args{name}-$res";
open(my $outfile, ">", $fn) or do {
print STDERR "Couldn't write to cache file $fn ($!), not writing to cache.\n";
return;
};
# fucking _s version of this routine is fucking broken, so no way around
# pointlessly unpacking and repacking the data
my @pixels = glGetTexImage_p(GL_TEXTURE_2D, 0, GL_LUMINANCE, GL_FLOAT);
print $outfile pack("f*", @pixels);
close($outfile);
}
}
sub new_from_func {
my %args = @_;
# allocate a new texture and render into it.
my $new_texture = create_texture();
# save old texture and prepare new
my $old_texture = glGetIntegerv_p(GL_TEXTURE_BINDING_2D);
glBindTexture(GL_TEXTURE_2D, $new_texture);
render_from_func(
name => $args{name},
function => $args{function},
shader => $args{shader},
texture_resolution => $args{texture_resolution},
shader_resolution => $args{shader_resolution},
cache_paths => $args{cache_paths},
target => $new_texture,
);
# restore the old texture
glBindTexture(GL_TEXTURE_2D, $old_texture);
return $new_texture;
}
1;
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