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