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/*
* File: utils.cpp
* Author: Tomas Goldmann
* Date: 2025-03-23
* Description: Utils - perlinNoise is does not use in this project
*
* Copyright (c) 2025, Brno University of Technology. All rights reserved.
* Licensed under the MIT.
*/
#include "utils.h"
uint64_t rdtsc() {
return __rdtsc(); // Read Time-Stamp Counter
}
void checkGLError(const char* operation) {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
std::cerr << "OpenGL Error after " << operation << ": ";
switch (error) {
case GL_INVALID_ENUM:
std::cerr << "GL_INVALID_ENUM - An unacceptable value is specified for an enumerated argument.";
break;
case GL_INVALID_VALUE:
std::cerr << "GL_INVALID_VALUE - A numeric argument is out of range.";
break;
case GL_INVALID_OPERATION:
std::cerr << "GL_INVALID_OPERATION - The specified operation is not allowed in the current state.";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
std::cerr << "GL_INVALID_FRAMEBUFFER_OPERATION - The framebuffer object is not complete.";
break;
case GL_OUT_OF_MEMORY:
std::cerr << "GL_OUT_OF_MEMORY - There is not enough memory left to execute the command.";
break;
case GL_STACK_UNDERFLOW:
std::cerr << "GL_STACK_UNDERFLOW - An attempt has been made to perform an operation that would cause the stack to underflow.";
break;
case GL_STACK_OVERFLOW:
std::cerr << "GL_STACK_OVERFLOW - An attempt has been made to perform an operation that would cause a stack overflow.";
break;
// Add more cases for other specific OpenGL errors if needed
default:
std::cerr << "Unknown OpenGL error code: " << error;
}
std::cerr << std::endl;
}
}
// Basic Perlin Noise implementation (simplified 2D version)
float perlinNoise(float x, float y) {
// ... (Implement Perlin noise algorithm here - this is a simplified example) ...
// For a complete Perlin noise implementation, refer to online resources.
// This is a placeholder for demonstration - it will produce very basic noise.
float value = 0.0f;
float frequency = 1.0f;
float amplitude = 1.0f;
float maxAmplitude = 0.0f;
for (int i = 0; i < 4; ++i) { // 4 octaves
//float sampleX = x * frequency;
//float sampleY = y * frequency;
//value += glm::perlin(glm::vec2(sampleX, sampleY)) * amplitude; // Using glm::perlin for simplicity
maxAmplitude += amplitude;
amplitude *= 0.5f; // Reduce amplitude for each octave
frequency *= 2.0f; // Increase frequency for each octave
}
return value / maxAmplitude; // Normalize to [0, 1] range
}
void convert_vec3_to_float_array(const std::vector<glm::vec3>& src, float * dst) {
// Ensure dst is the correct size (numVertices * 3) - should be handled by resize in constructor
size_t numVertices = src.size();
for (size_t i = 0; i < numVertices; ++i) {
dst[i * 3 + 0] = src[i].x;
dst[i * 3 + 1] = src[i].y;
dst[i * 3 + 2] = src[i].z;
}
}
void convert_float_array_to_vec3(float * src, std::vector<glm::vec3>& dst) {
size_t numVertices = dst.size(); // Assume dst has correct size already
for (size_t i = 0; i < numVertices; ++i) {
dst[i].x = src[i * 3 + 0];
dst[i].y = src[i * 3 + 1];
dst[i].z = src[i * 3 + 2];
}
}