220 lines
7.2 KiB
C++
220 lines
7.2 KiB
C++
#pragma once
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#ifdef _DEBUG
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#define GL(stmt) stmt; check_OpenGLError(#stmt, __FILE__, __LINE__);
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#else
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#define GL(stmt) stmt
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#endif
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struct vertex_t
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{
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glm::vec4 pos;
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glm::vec2 uvs;
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glm::vec2 uvs2;
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glm::vec3 nor;
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vertex_t() : pos(0), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec2 p) : pos(p, 0, 1), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec2 p, glm::vec2 uv) : pos(p, 0, 1), uvs(uv), uvs2(0), nor(0) {}
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vertex_t(glm::vec3 p) : pos(p, 1), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec3 p, glm::vec2 uv) : pos(p, 1), uvs(uv), uvs2(0), nor(0) {}
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vertex_t(glm::vec4 p) : pos(p), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec4 p, glm::vec2 uv) : pos(p), uvs(uv), uvs2(0), nor(0) {}
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vertex_t(glm::vec4 p, glm::vec2 uv, glm::vec2 uv2) : pos(p), uvs(uv), uvs2(uv2), nor(0) {}
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};
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uint16_t constexpr const_hash(const char* input)
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{
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return *input ?
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static_cast<uint16_t>(*input) + 33 * const_hash(input + 1) :
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5381;
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}
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template<class T>
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std::vector<T> poly_remove_duplicate(const std::vector<T>& v, const float tollerance = 0.001)
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{
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std::vector<T> ret;
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for (size_t i = 0; i < v.size(); i++)
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{
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//if (glm::distance2(v[i], v[(i + 1) % v.size()]) > tollerance)
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if (v[i] != v[(i + 1) % v.size()])
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ret.push_back(v[i]);
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}
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return ret;
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}
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template<>
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std::vector<vertex_t> poly_remove_duplicate<vertex_t>(const std::vector<vertex_t>& v, const float tollerance);
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bool point_in_rect(const glm::vec2& point, const glm::vec4& rect);
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glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b);
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glm::vec4 rect_union(glm::vec4 a, glm::vec4 b);
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bool ray_intersect(glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_origin,
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glm::vec3 plane_normal, glm::vec3 plane_tangent, glm::vec3& out_hit, float& out_t);
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bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
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const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt, glm::vec2& out_hit_uv);
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bool point_side(glm::vec2 a, glm::vec2 b, glm::vec2 p);
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std::vector<vertex_t> poly_intersect(const std::vector<vertex_t>& poly, const std::vector<glm::vec2>& clip);
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std::vector<glm::vec2> poly_intersect(const std::vector<glm::vec2>& poly, const std::vector<glm::vec2>& clip);
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std::vector<glm::vec3> poly_clip_near(const std::vector<glm::vec3>& poly, float near_plane_distance);
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glm::vec4 rand_color();
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glm::vec3 convert_hsv2rgb(const glm::vec3 c);
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glm::vec3 convert_rgb2hsv(const glm::vec3 c);
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std::vector<std::string> split(const std::string& subject, char d, int max_split = 0);
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std::string unescape(const std::string& s);
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std::wstring str2wstr(const std::string& str);
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std::string wstr2str(const std::wstring& wstr);
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size_t curl_data_handler(void *contents, size_t size, size_t nmemb, void *userp);
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size_t curl_data_write(void *ptr, size_t size, size_t nmemb, FILE *stream);
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void check_OpenGLError(const char* stmt, const char* fname, int line);
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inline glm::vec2 xy(const glm::vec4& v) { return glm::vec2(v.x, v.y); }
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inline glm::vec3 xyz(const glm::vec4& v) { return glm::vec3(v.x, v.y, v.z); }
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inline glm::vec2 zw(const glm::vec4& v) { return glm::vec2(v.z, v.w); }
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inline glm::ivec2 xy(const glm::ivec4& v) { return glm::ivec2(v.x, v.y); }
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inline glm::ivec3 xyz(const glm::ivec4& v) { return glm::ivec3(v.x, v.y, v.z); }
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inline glm::ivec2 zw(const glm::ivec4& v) { return glm::ivec2(v.z, v.w); }
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inline glm::vec2 xy(const glm::vec3& v) { return glm::vec2(v.x, v.y); }
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template<typename T, int N> struct cbuffer
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{
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T m_vec[N];
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int m_capacity = 0;
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int m_count = 0;
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int m_index = 0;
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cbuffer()
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{
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m_capacity = N;
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m_index = 0;
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m_count = 0;
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}
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void clear()
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{
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m_index = 0;
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m_count = 0;
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}
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T& head()
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{
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return m_index == 0 ? m_vec[m_count - 1] : m_vec[m_index - 1];
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}
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void add(const T& v)
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{
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m_vec[m_index] = v;
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m_index = (m_index + 1) % m_capacity;
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m_count = m_count < m_capacity ? m_count + 1 : m_count;
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}
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int count() const
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{
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return m_count;
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}
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template<typename T2 = T> T2 average() const
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{
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T2 tot{};
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if (m_count == 0)
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return tot;
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for (int i = 0; i < m_count; i++)
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tot += m_vec[i];
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return tot / (float)m_count;
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}
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};
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template<typename T, int Max = 0>
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class BlockingQueue
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{
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std::deque<T> q;
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std::condition_variable post_cv;
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std::condition_variable get_cv;
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mutable std::mutex mutex;
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public:
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volatile bool unlocked = false;
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BlockingQueue() = default;
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BlockingQueue(const BlockingQueue& other) = delete;
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BlockingQueue& operator=(const BlockingQueue& other) = delete;
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BlockingQueue(BlockingQueue&& other) : q(std::move(q)) { }
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BlockingQueue& operator=(BlockingQueue&& other) { q = std::move(q); return *this; }
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void Post(T&& pkt)
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{
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std::unique_lock<std::mutex> lock(mutex);
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if (Max > 0)
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{
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post_cv.wait(lock, [&]() { return unlocked | (q.size() < Max); });
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if (q.size() >= Max) return;
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}
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q.push_back(std::forward<T>(pkt));
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get_cv.notify_one();
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}
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T Get()
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{
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static T emptyT{};
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std::unique_lock<std::mutex> lock(mutex);
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get_cv.wait(lock, [&]() { return unlocked | (q.size() > 0); });
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if (q.empty())
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return std::move(emptyT);
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T tmp = std::move(q.front());
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q.pop_front();
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if (Max > 0) post_cv.notify_all();
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return std::move(tmp);
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}
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void UnlockGetters()
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{
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unlocked = true;
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get_cv.notify_all();
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if (Max > 0) post_cv.notify_all();
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}
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int Size() const
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{
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std::lock_guard<std::mutex> lock(mutex);
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return (int)q.size();
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}
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};
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struct gl_state
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{
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GLboolean blend;
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GLboolean depth_test;
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GLboolean scissor_test;
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GLint vp[4];
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GLfloat cc[4];
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GLint tex[10];
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GLint cube;
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GLint sampler[10];
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GLint program;
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GLint fb;
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GLint active_tex;
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void save()
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{
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blend = glIsEnabled(GL_BLEND);
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depth_test = glIsEnabled(GL_DEPTH_TEST);
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scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glGetIntegerv(GL_CURRENT_PROGRAM, &program);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &active_tex);
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &cube);
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for (int i = 0; i < 10; ++i)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, tex + i);
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glGetIntegerv(GL_SAMPLER_BINDING, sampler + i);
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}
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}
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void restore()
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{
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glBindFramebuffer(GL_FRAMEBUFFER, fb);
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glUseProgram(program);
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for (int i = 0; i < 10; ++i)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, tex[i]);
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glBindSampler(i, sampler[i]);
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}
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glActiveTexture(active_tex);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube);
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}
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};
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