Files
panopainter/src/util.cpp

864 lines
27 KiB
C++

#include "pch.h"
#include "log.h"
#include "util.h"
#include <poly2tri.h>
#include "app.h"
#include "renderer_gl/opengl_capabilities.h"
namespace {
std::uint8_t is_opengl_enabled(std::uint32_t state) noexcept
{
return static_cast<std::uint8_t>(glIsEnabled(static_cast<GLenum>(state)));
}
void query_opengl_integer(std::uint32_t name, std::int32_t* value) noexcept
{
glGetIntegerv(static_cast<GLenum>(name), reinterpret_cast<GLint*>(value));
}
void query_opengl_float(std::uint32_t name, float* value) noexcept
{
glGetFloatv(static_cast<GLenum>(name), value);
}
void set_opengl_active_texture(std::uint32_t texture_unit) noexcept
{
glActiveTexture(static_cast<GLenum>(texture_unit));
}
void enable_opengl_state(std::uint32_t state) noexcept
{
glEnable(static_cast<GLenum>(state));
}
void disable_opengl_state(std::uint32_t state) noexcept
{
glDisable(static_cast<GLenum>(state));
}
void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
{
glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
void set_opengl_clear_color(float r, float g, float b, float a) noexcept
{
glClearColor(r, g, b, a);
}
void bind_opengl_framebuffer(std::uint32_t target, std::uint32_t framebuffer) noexcept
{
glBindFramebuffer(static_cast<GLenum>(target), static_cast<GLuint>(framebuffer));
}
void use_opengl_program(std::uint32_t program) noexcept
{
glUseProgram(static_cast<GLuint>(program));
}
void bind_opengl_texture(std::uint32_t target, std::uint32_t texture) noexcept
{
glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
}
void bind_opengl_sampler(std::uint32_t unit, std::uint32_t sampler) noexcept
{
glBindSampler(static_cast<GLuint>(unit), static_cast<GLuint>(sampler));
}
}
template<>
std::vector<vertex_t> poly_remove_duplicate<vertex_t>(const std::vector<vertex_t>& v, const float tollerance)
{
std::vector<vertex_t> ret;
for (size_t i = 0; i < v.size(); i++)
{
if (glm::distance2(v[i].pos, v[(i + 1) % v.size()].pos) > tollerance)
ret.push_back(v[i]);
}
return ret;
}
// params {x, y} and {origin, size} form
bool point_in_rect(const glm::vec2& p, const glm::vec4& r)
{
return p.x > r.x && p.x < r.x+r.z && p.y > r.y && p.y < r.y+r.w;
}
// from {origin, size} to {min, max}
glm::vec4 rect_to_box(const glm::vec4& r)
{
return { xy(r), xy(r) + zw(r) };
}
// from {min, max} to {origin, size}
glm::vec4 box_to_rect(const glm::vec4& b)
{
return { xy(b), zw(b) - xy(b) };
}
// params and returns {origin, size} form
glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b)
{
// convert from [x,y,w,h] to [x1,y1,x2,y1]
a = glm::vec4(xy(a), xy(a) + zw(a));
b = glm::vec4(xy(b), xy(b) + zw(b));
// compute intersection
auto o = glm::vec4(glm::max(xy(a), xy(b)), glm::min(zw(a), zw(b)));
// back to rect form
o = glm::vec4(xy(o), glm::max({ 0, 0 }, zw(o) - xy(o)));
return o;
}
// params and returns {origin, size} form
glm::vec4 rect_union(glm::vec4 a, glm::vec4 b)
{
// convert from rect [x,y,w,h] to bb [x1,y1,x2,y1]
a = glm::vec4(xy(a), xy(a) + zw(a));
b = glm::vec4(xy(b), xy(b) + zw(b));
// compute union
glm::vec4 o = { glm::min(xy(a), xy(b)), glm::max(zw(a), zw(b)) };
// back to rect form
o = glm::vec4(xy(o), glm::max({ 0, 0 }, zw(o) - xy(o)));
return o;
}
float box_area(glm::vec4 b)
{
return glm::compMul(box_size(b));
}
glm::vec2 box_size(glm::vec4 b)
{
return zw(b) - xy(b);
}
// params and returns {min, max} form
glm::vec4 box_union(glm::vec4 a, glm::vec4 b)
{
return { glm::min(xy(a), xy(b)), glm::max(zw(a), zw(b)) };
}
// params and returns {min, max} form
glm::vec4 box_intersection(glm::vec4 a, glm::vec4 b)
{
return { glm::max(xy(a), xy(b)), glm::min(zw(a), zw(b)) };
}
bool ray_intersect(glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin,
glm::vec3 plane_normal, glm::vec3 plane_tangent, glm::vec3& out_hit, float& out_t)
{
float den = glm::dot(ray_dir, plane_normal);
if (den == 0)
return false; // no intersection
float num = glm::dot(plane_origin - ray_origin, plane_normal);
out_t = num / den;
if (out_t > 0)
out_hit = ray_origin + ray_dir * out_t;
else
// negative intersection
return false;
return true;
};
// see: http://geomalgorithms.com/a07-_distance.html
// dist3D_Line_to_Line(): get the 3D minimum distance between 2 lines
// Input: two 3D lines L1 and L2
// Return: the shortest distance between L1 and L2
float lines_distance(const glm::vec3& p0a, const glm::vec3& p0b,
const glm::vec3& p1a, const glm::vec3& p1b)
{
glm::vec3 u = p0b - p0a;
glm::vec3 v = p1b - p1a;
glm::vec3 w = p0a - p1a;
float a = glm::dot(u,u); // always >= 0
float b = glm::dot(u,v);
float c = glm::dot(v,v); // always >= 0
float d = glm::dot(u,w);
float e = glm::dot(v,w);
float D = a*c - b*b; // always >= 0
float sc, tc;
// compute the line parameters of the two closest points
if (D < 0.00001f) { // the lines are almost parallel
sc = 0.0;
tc = (b>c ? d/b : e/c); // use the largest denominator
}
else {
sc = (b*e - c*d) / D;
tc = (a*e - b*d) / D;
}
// get the difference of the two closest points
glm::vec3 dP = w + (sc * u) - (tc * v); // = L1(sc) - L2(tc)
return glm::length(dP); // return the closest distance
}
bool segments_intersect_3d(const glm::vec3& p0a, const glm::vec3& p0b,
const glm::vec3& p1a, const glm::vec3& p1b, glm::vec3& out_pt, glm::vec2& out_hit_uv)
{
float denom = ((p1b.y - p1a.y)*(p0b.x - p0a.x)) -
((p1b.x - p1a.x)*(p0b.y - p0a.y));
float nume_a = ((p1b.x - p1a.x)*(p0a.y - p1a.y)) -
((p1b.y - p1a.y)*(p0b.x - p1a.x));
float nume_b = ((p0b.x - p0a.x)*(p0a.y - p1a.y)) -
((p0b.y - p0a.y)*(p0a.x - p1a.x));
if(denom == 0.0f)
{
if(nume_a == 0.0f && nume_b == 0.0f)
{
return 0;//COINCIDENT;
}
return 0;//PARALLEL;
}
float ua = nume_a / denom;
float ub = nume_b / denom;
if(ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f)
{
// Get the intersection point.
out_pt.x = p0a.x + ua*(p0b.x - p0a.x);
out_pt.y = p0a.y + ua*(p0b.y - p0a.y);
return 1;//INTERESECTING;
}
return 0;//NOT_INTERESECTING;
}
// see: https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt, glm::vec2& out_hit_uv)
{
auto cross2d = [](const glm::vec2& v, const glm::vec2& w)
{ return (v.x * w.y) - (v.y * w.x); };
auto p = p0a;
auto r = p0b - p0a;
auto q = p1a;
auto s = p1b - p1a;
float den = cross2d(r, s);
if (den == 0.f)
{
glm::vec4 is = rect_intersection({p, r}, {q, s});
out_pt = xy(is) + zw(is) * 0.5f;
return glm::all(glm::greaterThan(zw(is), glm::vec2(0, 0)));
}
out_hit_uv.x = cross2d(q - p, s) / den;
out_hit_uv.y = cross2d(q - p, r) / den;
out_pt = p + out_hit_uv.x * r;
if (out_hit_uv.x >= 0 && out_hit_uv.x <= 1 && out_hit_uv.y >= 0 && out_hit_uv.y <= 1)
{
return true;
}
return false;
}
// return true if the point p in the right halfspace of the ab line
// computed using the 2d cross product
bool point_side(glm::vec2 a, glm::vec2 b, glm::vec2 p)
{
return (b.x - a.x) * (p.y - a.y) - (b.y - a.y) * (p.x - a.x) >= 0.f;
}
// intersect 2 closed polygons
// a is a convex polygon
// a and b are a list of non repeating points
// returns the resulting intersection polygon points
std::vector<vertex_t> poly_intersect(const vertex_t* poly_begin, const vertex_t* poly_end, const std::vector<glm::vec2>& clip)
{
// implementing the Sutherland-Hodgman algorithm
// see https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm
std::vector<vertex_t> ret(poly_begin, poly_end);
for (int i = 0; i < clip.size(); i++)
{
std::vector<vertex_t> tmp;
glm::vec2 edge[2] = { clip[i], clip[(i + 1) % clip.size()] };
for (int j = 0; j < ret.size(); j++)
{
vertex_t s[2] = { ret[j], ret[(j + 1) % ret.size()] };
bool side0 = point_side(edge[0], edge[1], s[0].pos);
bool side1 = point_side(edge[0], edge[1], s[1].pos);
if (side0 != side1) // intersecting
{
glm::vec2 pt;
glm::vec2 hit_uv;
segments_intersect(edge[0], edge[1], s[0].pos, s[1].pos, pt, hit_uv);
vertex_t v;
v.pos = glm::lerp(s[0].pos, s[1].pos, hit_uv.y);
v.uvs = glm::lerp(s[0].uvs, s[1].uvs, hit_uv.y);
v.uvs2 = glm::lerp(s[0].uvs2, s[1].uvs2, hit_uv.y);
if (side0) // outgoing
{
tmp.push_back(s[0]);
tmp.push_back(v);
}
else // ingoing
{
tmp.push_back(v);
}
}
else if (side0 && side1)
{
tmp.push_back(s[0]);
}
}
ret = std::move(tmp);
}
return poly_remove_duplicate(ret);
}
std::vector<glm::vec2> poly_intersect(const std::vector<glm::vec2>& poly, const std::vector<glm::vec2>& clip)
{
// implementing the Sutherland-Hodgman algorithm
// see https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm
std::vector<glm::vec2> ret = poly;
for (int i = 0; i < clip.size(); i++)
{
std::vector<glm::vec2> tmp;
glm::vec2 edge[2] = { clip[i], clip[(i + 1) % clip.size()] };
for (int j = 0; j < ret.size(); j++)
{
glm::vec2 s[2] = { ret[j], ret[(j + 1) % ret.size()] };
bool side0 = point_side(edge[0], edge[1], s[0]);
bool side1 = point_side(edge[0], edge[1], s[1]);
if (side0 != side1) // intersecting
{
glm::vec2 pt;
glm::vec2 hit_uv;
segments_intersect(edge[0], edge[1], s[0], s[1], pt, hit_uv);
if (side0) // outgoing
{
tmp.push_back(s[0]);
tmp.push_back(pt);
}
else // ingoing
{
tmp.push_back(pt);
}
}
else if (side0 && side1)
{
tmp.push_back(s[0]);
}
}
ret = std::move(tmp);
}
return poly_remove_duplicate(ret);
}
// clip the polygon to the near clip plane
// poly is the polygon in camera coordinates
std::vector<glm::vec3> poly_clip_near(const std::vector<glm::vec3>& poly, float near_plane_distance)
{
// implementing the Sutherland-Hodgman algorithm in 3D
// see https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm
auto o = glm::vec3(0, 0, -near_plane_distance);
auto n = glm::vec3(0, 0, -1);
auto t = glm::vec3(0, 1, 0);
std::vector<glm::vec3> ret;
for (int j = 0; j < poly.size(); j++)
{
glm::vec3 s[2] = { poly[j], poly[(j + 1) % poly.size()] };
bool side0 = glm::dot(n, s[0] - o) >= 0.f;
bool side1 = glm::dot(n, s[1] - o) >= 0.f;
if (side0 != side1) // intersecting
{
glm::vec3 pt;
float hit_t;
if (!ray_intersect(s[0], glm::normalize(s[1] - s[0]), o, n, t, pt, hit_t))
{
LOG("error ray_intersect");
}
if (side0) // outgoing
{
ret.push_back(s[0]);
ret.push_back(pt);
}
else // ingoing
{
ret.push_back(pt);
}
}
else if (side0 && side1)
{
ret.push_back(s[0]);
}
}
return poly_remove_duplicate(ret);
}
std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices)
{
std::vector<vertex_t> ret;
std::vector<p2t::Point> points(vertices.size());
std::vector<p2t::Point*> points_ptr(vertices.size());
for (size_t i = 0; i < vertices.size(); i++)
{
points[i] = { vertices[i].pos.x, vertices[i].pos.y };
points_ptr[i] = &points[i];
}
auto cdt = std::make_unique<p2t::CDT>(points_ptr);
cdt->Triangulate();
auto tr = cdt->GetTriangles();
for (auto t : tr)
{
vertex_t vertex;
for (int i = 0; i < 3; i++)
{
auto index = std::distance(points.data(), t->GetPoint(i));
ret.push_back(vertices[index]);
}
}
return ret;
}
std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points)
{
std::vector<vertex_t> tmp;
for (auto pt : points)
tmp.push_back(pt);
return triangulate(tmp);
}
std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points)
{
struct Segment
{
const vertex_t* a = nullptr;
const vertex_t* b = nullptr;
Segment* prev = nullptr;
std::shared_ptr<Segment> next = nullptr;
bool end = false;
};
std::vector<std::shared_ptr<vertex_t>> new_points;
std::shared_ptr<Segment> root = std::make_shared<Segment>();
std::shared_ptr<Segment> node = root;
for (int i = 0; i < points.size(); i++)
{
node->a = &points[i];
if (i == points.size() - 1)
{
node->b = &points[0];
node->next = root;
node->end = true;
root->prev = node.get();
}
else
{
node->b = &points[i + 1];
node->next = std::make_shared<Segment>();
node->next->prev = node.get();
}
node = node->next;
}
node = root;
std::stack<std::shared_ptr<Segment>> todo;
std::vector<std::shared_ptr<Segment>> polys;
todo.push(root);
while (!todo.empty())
{
node = todo.top();
todo.pop();
polys.push_back(node);
while (node)
{
std::shared_ptr<Segment> other = node->next;
while (other)
{
if (node->a->pos == other->a->pos || node->a->pos == other->b->pos ||
node->b->pos == other->a->pos || node->b->pos == other->b->pos)
{
other = other->end ? nullptr : other->next;
continue;
}
glm::vec2 s0a(node->a->pos);
glm::vec2 s0b(node->b->pos);
glm::vec2 s1a(other->a->pos);
glm::vec2 s1b(other->b->pos);
glm::vec2 hit_uv;
glm::vec2 is;
if (segments_intersect(s0a, s0b, s1a, s1b, is, hit_uv))
{
new_points.push_back(std::make_unique<vertex_t>());
auto p = new_points.back().get();
p->pos = glm::lerp(node->a->pos, node->b->pos, hit_uv.x);
p->uvs = glm::lerp(node->a->uvs, node->b->uvs, hit_uv.x);
p->uvs2 = glm::lerp(node->a->uvs2, node->b->uvs2, hit_uv.x);
auto poly_root = std::make_shared<Segment>();
poly_root->a = p;
poly_root->b = node->b;
poly_root->next = node->next;
todo.push(poly_root);
other->a = p;
node->b = p;
auto poly_end = std::make_shared<Segment>();
poly_end->a = other->prev->b;
poly_end->b = p;
poly_end->end = true;
poly_end->prev = other->prev;
other->prev->next = poly_end;
other->prev = node.get();
node->next = other;
break;
}
other = other->end ? nullptr : other->next;
}
node = node->end ? nullptr : node->next;
}
}
std::vector<vertex_t> ret;
for (auto poly : polys)
{
std::vector<const vertex_t*> outline;
node = poly;
while (node)
{
if (outline.empty() || // if empty insert right away
(outline.back() != node->a && // insert only if different than the last post
(outline.front() != node->a || !node->end))) // if is the end check against the first one
{
outline.push_back(node->a);
}
auto current = node;
node = node->end ? nullptr : node->next;
current->next = nullptr;
}
if (outline.size() > 2)
{
std::vector<p2t::Point> points(outline.size());
std::vector<p2t::Point*> points_ptr(outline.size());
for (size_t i = 0; i < outline.size(); i++)
{
points[i] = { outline[i]->pos.x, outline[i]->pos.y };
points_ptr[i] = &points[i];
}
p2t::CDT* cdt = new p2t::CDT(points_ptr); // TODO: remove duplicates
cdt->Triangulate();
auto tr = cdt->GetTriangles();
for (auto t : tr)
{
for (int i = 0; i < 3; i++)
{
auto index = std::distance(points.data(), t->GetPoint(i));
ret.push_back(*outline[index]);
}
}
}
}
return ret;
}
glm::vec4 rand_color()
{
float r = (rand() % 256) / 256.f;
float g = (rand() % 256) / 256.f;
float b = (rand() % 256) / 256.f;
return { r, g, b, 1.f };
}
glm::vec3 convert_long_rgb(uint32_t hex)
{
uint8_t b = (hex >> 0) & 0xFF;
uint8_t g = (hex >> 8) & 0xFF;
uint8_t r = (hex >> 16) & 0xFF;
return glm::vec3(r, g, b) / 255.f;
}
uint32_t convert_rgb_long(glm::vec3 rgb)
{
uint8_t r = (uint8_t)(rgb.r * 255.f);
uint8_t g = (uint8_t)(rgb.g * 255.f);
uint8_t b = (uint8_t)(rgb.b * 255.f);
return (r << 16) + (g << 8) + b;
}
glm::vec3 convert_hsv2rgb(const glm::vec3 c)
{
glm::vec4 K = glm::vec4(1.0f, 2.0f / 3.0f, 1.0f / 3.0f, 3.0f);
glm::vec3 p = glm::abs(glm::fract(glm::vec3(c.x) + xyz(K)) * 6.0f - glm::vec3(K.w));
auto tmp = glm::clamp(p - glm::vec3(K.x), 0.0f, 1.0f);
return c.z * glm::mix(glm::vec3(K.x), tmp, c.y);
}
glm::vec3 convert_rgb2hsv(const glm::vec3 c)
{
glm::vec4 K = glm::vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
//glm::vec4 p = mix(glm::vec4(c.bg, K.wz), glm::vec4(c.gb, K.xy), glm::step(c.b, c.g));
//glm::vec4 q = mix(glm::vec4(p.xyw, c.r), glm::vec4(c.r, p.yzx), glm::step(p.x, c.r));
glm::vec4 p = c.g < c.b ? glm::vec4(c.b, c.g, K.w, K.z) : glm::vec4(c.g, c.b, K.x, K.y);
glm::vec4 q = c.r < p.x ? glm::vec4(p.x, p.y, p.w, c.r) : glm::vec4(c.r, p.y, p.z, p.x);
float d = q.x - glm::min(q.w, q.y);
float e = 1.0e-10f;
return glm::vec3(fabs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
std::string unescape(const std::string& s)
{
std::string res;
std::string::const_iterator it = s.begin();
while (it != s.end())
{
char c = *it++;
if (c == '\\' && it != s.end())
{
switch (*it++) {
case '\\': c = '\\'; break;
case 'n': c = '\n'; break;
case 't': c = '\t'; break;
// all other escapes
default:
// invalid escape sequence - skip it. alternatively you can copy it as is, throw an exception...
continue;
}
}
res += c;
}
return res;
}
std::wstring str2wstr(const std::string& str)
{
if (str.empty()) return {};
try
{
std::wstring_convert<std::codecvt_utf8<wchar_t>, wchar_t> converterX;
return converterX.from_bytes(str);
}
catch (...)
{
LOG("str2wstr error: %s", str.c_str());
return {};
}
}
std::string wstr2str(const std::wstring & wstr)
{
if (wstr.empty()) return {};
try
{
std::wstring_convert<std::codecvt_utf8<wchar_t>, wchar_t> converterX;
return converterX.to_bytes(wstr);
}
catch (...)
{
LOGW(L"wstr2str error: %s", wstr.c_str());
return {};
}
}
bool str_iequals(const std::string& a, const std::string& b)
{
size_t sz = a.size();
if (b.size() != sz)
return false;
for (size_t i = 0; i < sz; ++i)
if (std::tolower(a[i]) != std::tolower(b[i]))
return false;
return true;
}
std::string str_replace(const std::string& string, const std::string& search, const std::string& replace)
{
std::string ret = string;
// Get the first occurrence
size_t pos = ret.find(search);
// Repeat till end is reached
while(pos != std::string::npos)
{
// Replace this occurrence of Sub String
ret.replace(pos, search.size(), replace);
// Get the next occurrence from the current position
pos = ret.find(search, pos + replace.size());
}
return ret;
}
static const char* gl2str(GLenum err)
{
return pp::renderer::gl::opengl_error_name(err);
}
double now_seconds()
{
time_t timer;
struct tm y2k = { 0 };
double seconds;
y2k.tm_hour = 0; y2k.tm_min = 0; y2k.tm_sec = 0;
y2k.tm_year = 100; y2k.tm_mon = 0; y2k.tm_mday = 1;
time(&timer); /* get current time; same as: timer = time(NULL) */
seconds = difftime(timer, mktime(&y2k));
return seconds;
}
void check_OpenGLError(const char* stmt, const char* fname, int line)
{
GLenum err;
while ((err = glGetError()) != pp::renderer::gl::no_error_code())
{
LOG("OpenGL error %08x (%s), at %s:%i - for %s", err, gl2str(err), fname, line, stmt);
}
}
size_t curl_data_handler(void *contents, size_t size, size_t nmemb, void *userp)
{
auto buffer = reinterpret_cast<std::string*>(userp);
buffer->append((char*)contents, size * nmemb);
return size * nmemb;
}
size_t curl_data_write(void *ptr, size_t size, size_t nmemb, FILE *stream)
{
size_t written = fwrite(ptr, size, nmemb, stream);
return written;
}
/// @param[in] nb_elements : size of your for loop
/// @param[in] functor(start, end) :
/// your function processing a sub chunk of the for loop.
/// "start" is the first index to process (included) until the index "end"
/// (excluded)
/// @code
/// for(int i = start; i < end; ++i)
/// computation(i);
/// @endcode
/// @param use_threads : enable / disable threads.
///
///
void parallel_for(size_t nb_elements, std::function<void(size_t i)> functor, bool use_threads)
{
// -------
size_t nb_threads_hint = std::thread::hardware_concurrency();
size_t nb_threads = nb_threads_hint == 0 ? 8 : (nb_threads_hint);
size_t batch_size = nb_elements / nb_threads;
size_t batch_remainder = nb_elements % nb_threads;
std::vector< std::thread > my_threads(nb_threads);
if (use_threads)
{
// Multithread execution
for (size_t i = 0; i < nb_threads; ++i)
{
size_t start = i * batch_size;
my_threads[i] = std::thread([functor, start, batch_size]() {
BT_SetTerminate();
for (size_t j = start; j < start + batch_size; j++)
functor(j);
});
}
}
else
{
// Single thread execution (for easy debugging)
for (size_t i = 0; i < nb_threads; ++i) {
size_t start = i * batch_size;
for (size_t j = start; j < start + batch_size; j++)
functor(j);
}
}
// Deform the elements left
size_t start = nb_threads * batch_size;
for (size_t j = start; j < start + batch_remainder; j++)
functor(j);
// Wait for the other thread to finish their task
if (use_threads)
std::for_each(my_threads.begin(), my_threads.end(), std::mem_fn(&std::thread::join));
}
void gl_state::save()
{
assert(App::I->is_render_thread());
const auto snapshot = pp::renderer::gl::snapshot_opengl_state(
pp::renderer::gl::OpenGlStateSnapshotDispatch {
.is_enabled = is_opengl_enabled,
.get_integer = query_opengl_integer,
.get_float = query_opengl_float,
.active_texture = set_opengl_active_texture,
});
if (!snapshot.ok()) {
LOG("OpenGL state snapshot failed: %s", snapshot.status().message);
return;
}
const auto& state = snapshot.value();
blend = static_cast<GLboolean>(state.blend_enabled);
depth_test = static_cast<GLboolean>(state.depth_test_enabled);
scissor_test = static_cast<GLboolean>(state.scissor_test_enabled);
for (std::size_t i = 0; i < state.viewport.size(); ++i) {
vp[i] = static_cast<GLint>(state.viewport[i]);
cc[i] = state.clear_color[i];
}
for (std::size_t i = 0; i < state.texture_2d_bindings.size(); ++i) {
tex[i] = static_cast<GLint>(state.texture_2d_bindings[i]);
sampler[i] = static_cast<GLint>(state.sampler_bindings[i]);
}
cube = static_cast<GLint>(state.cube_map_binding);
program = static_cast<GLint>(state.program);
fbd = static_cast<GLint>(state.draw_framebuffer);
fbr = static_cast<GLint>(state.read_framebuffer);
active_tex = static_cast<GLint>(state.active_texture);
}
void gl_state::restore()
{
assert(App::I->is_render_thread());
pp::renderer::gl::OpenGlSavedState state {};
state.blend_enabled = blend;
state.depth_test_enabled = depth_test;
state.scissor_test_enabled = scissor_test;
for (std::size_t i = 0; i < state.viewport.size(); ++i) {
state.viewport[i] = static_cast<std::int32_t>(vp[i]);
state.clear_color[i] = cc[i];
}
for (std::size_t i = 0; i < state.texture_2d_bindings.size(); ++i) {
state.texture_2d_bindings[i] = static_cast<std::int32_t>(tex[i]);
state.sampler_bindings[i] = static_cast<std::int32_t>(sampler[i]);
}
state.cube_map_binding = static_cast<std::int32_t>(cube);
state.program = static_cast<std::int32_t>(program);
state.draw_framebuffer = static_cast<std::int32_t>(fbd);
state.read_framebuffer = static_cast<std::int32_t>(fbr);
state.active_texture = static_cast<std::int32_t>(active_tex);
const auto status = pp::renderer::gl::restore_opengl_state(
state,
pp::renderer::gl::OpenGlStateRestoreDispatch {
.enable = enable_opengl_state,
.disable = disable_opengl_state,
.viewport = set_opengl_viewport,
.clear_color = set_opengl_clear_color,
.bind_framebuffer = bind_opengl_framebuffer,
.use_program = use_opengl_program,
.active_texture = set_opengl_active_texture,
.bind_texture = bind_opengl_texture,
.bind_sampler = bind_opengl_sampler,
});
if (!status.ok())
LOG("OpenGL state restore failed: %s", status.message);
}