root / rgbdslam / external / siftgpu / src / SiftGPU / ProgramGLSL.cpp @ 9240aaa3
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////////////////////////////////////////////////////////////////////////////
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// File: ProgramGLSL.cpp
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// Author: Changchang Wu
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// Description : GLSL related classes
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// class ProgramGLSL A simple wrapper of GLSL programs
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// class ShaderBagGLSL GLSL shaders for SIFT
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// class FilterGLSL GLSL gaussian filters for SIFT
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//
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// Copyright (c) 2007 University of North Carolina at Chapel Hill
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// All Rights Reserved
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//
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// Permission to use, copy, modify and distribute this software and its
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// documentation for educational, research and non-profit purposes, without
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// fee, and without a written agreement is hereby granted, provided that the
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// above copyright notice and the following paragraph appear in all copies.
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//
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// The University of North Carolina at Chapel Hill make no representations
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// about the suitability of this software for any purpose. It is provided
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// 'as is' without express or implied warranty.
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//
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// Please send BUG REPORTS to ccwu@cs.unc.edu
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//
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////////////////////////////////////////////////////////////////////////////
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#include "GL/glew.h" |
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#include <string.h> |
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#include <stdio.h> |
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#include <iomanip> |
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#include <iostream> |
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#include <strstream> |
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#include <vector> |
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#include <algorithm> |
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#include <math.h> |
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using namespace std; |
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#include "GlobalUtil.h" |
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#include "ProgramGLSL.h" |
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#include "GLTexImage.h" |
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#include "ShaderMan.h" |
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#include "SiftGPU.h" |
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ProgramGLSL::ShaderObject::ShaderObject(int shadertype, const char * source, int filesource) |
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{ |
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_type = shadertype; |
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_compiled = 0;
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_shaderID = glCreateShader(shadertype); |
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if(_shaderID == 0) return; |
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if(source)
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{ |
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GLint code_length; |
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if(filesource ==0) |
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{ |
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const char* code = source; |
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code_length = strlen(code); |
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glShaderSource(_shaderID, 1, (const char **) &code, &code_length); |
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}else
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{ |
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char * code;
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if((code_length= ReadShaderFile(source, code)) ==0) return; |
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glShaderSource(_shaderID, 1, (const char **) &code, &code_length); |
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delete code;
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} |
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glCompileShader(_shaderID); |
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CheckCompileLog(); |
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if(!_compiled) std::cout << source;
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} |
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} |
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int ProgramGLSL::ShaderObject::ReadShaderFile(const char *sourcefile, char*& code ) |
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{ |
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code = NULL;
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FILE * file; |
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int len=0; |
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if(sourcefile == NULL) return 0; |
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file = fopen(sourcefile,"rt");
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if(file == NULL) return 0; |
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fseek(file, 0, SEEK_END);
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len = ftell(file); |
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rewind(file); |
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if(len >1) |
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{ |
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code = new char[len+1]; |
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fread(code, sizeof( char), len, file); |
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code[len] = 0;
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}else
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{ |
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len = 0;
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} |
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fclose(file); |
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return len;
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} |
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void ProgramGLSL::ShaderObject::CheckCompileLog()
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{ |
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GLint status; |
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glGetShaderiv(_shaderID, GL_COMPILE_STATUS, &status); |
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_compiled = (status ==GL_TRUE); |
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if(_compiled == 0) PrintCompileLog(std::cout); |
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} |
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ProgramGLSL::ShaderObject::~ShaderObject() |
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{ |
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if(_shaderID) glDeleteShader(_shaderID);
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} |
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int ProgramGLSL::ShaderObject::IsValidFragmentShader()
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{ |
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return _type == GL_FRAGMENT_SHADER && _shaderID && _compiled;
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} |
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int ProgramGLSL::ShaderObject::IsValidVertexShader()
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{ |
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return _type == GL_VERTEX_SHADER && _shaderID && _compiled;
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} |
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void ProgramGLSL::ShaderObject::PrintCompileLog(ostream&os)
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{ |
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GLint len = 0;
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glGetShaderiv(_shaderID, GL_INFO_LOG_LENGTH , &len); |
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if(len <=1) return; |
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char * compileLog = new char[len+1]; |
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if(compileLog == NULL) return; |
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glGetShaderInfoLog(_shaderID, len, &len, compileLog); |
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os<<"Compile Log\n"<<compileLog<<"\n"; |
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delete compileLog;
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} |
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ProgramGLSL::ProgramGLSL() |
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{ |
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_linked = 0;
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_programID = glCreateProgram(); |
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} |
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ProgramGLSL::~ProgramGLSL() |
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{ |
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if(_programID)glDeleteProgram(_programID);
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} |
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void ProgramGLSL::AttachShaderObject(ShaderObject &shader)
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{ |
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if(_programID && shader.IsValidShaderObject())
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glAttachShader(_programID, shader.GetShaderID()); |
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} |
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void ProgramGLSL::DetachShaderObject(ShaderObject &shader)
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{ |
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if(_programID && shader.IsValidShaderObject())
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glDetachShader(_programID, shader.GetShaderID()); |
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} |
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int ProgramGLSL::LinkProgram()
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{ |
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_linked = 0;
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if(_programID==0) return 0; |
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glLinkProgram(_programID); |
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CheckLinkLog(); |
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// GlobalUtil::StartTimer("100 link test");
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// for(int i = 0; i<100; i++) glLinkProgram(_programID);
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// GlobalUtil::StopTimer();
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return _linked;
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} |
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void ProgramGLSL::CheckLinkLog()
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{ |
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GLint status; |
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glGetProgramiv(_programID, GL_LINK_STATUS, &status); |
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_linked = (status == GL_TRUE); |
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} |
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int ProgramGLSL::ValidateProgram()
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{ |
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if(_programID && _linked)
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{ |
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/// GLint status;
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// glValidateProgram(_programID);
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// glGetProgramiv(_programID, GL_VALIDATE_STATUS, &status);
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// return status == GL_TRUE;
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return 1; |
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} |
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else
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return 0; |
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} |
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void ProgramGLSL::PrintLinkLog(std::ostream &os)
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{ |
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GLint len = 0;
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glGetProgramiv(_programID, GL_INFO_LOG_LENGTH , &len); |
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if(len <=1) return; |
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char* linkLog = new char[len+1]; |
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if(linkLog == NULL) return; |
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glGetProgramInfoLog(_programID, len, &len, linkLog); |
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linkLog[len] = 0;
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if(strstr(linkLog, "failed")) |
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{ |
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os<<linkLog + (linkLog[0] == ' '? 1:0)<<"\n"; |
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_linked = 0;
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} |
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delete linkLog;
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} |
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int ProgramGLSL::UseProgram()
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{ |
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if(ValidateProgram())
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{ |
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glUseProgram(_programID); |
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return true; |
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} |
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else
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{ |
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return false; |
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} |
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} |
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ProgramGLSL::ProgramGLSL(const char *frag_source) |
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{ |
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_linked = 0;
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_programID = glCreateProgram(); |
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ShaderObject shader(GL_FRAGMENT_SHADER, frag_source); |
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if(shader.IsValidFragmentShader())
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{ |
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AttachShaderObject(shader); |
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LinkProgram(); |
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if(!_linked)
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{ |
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//shader.PrintCompileLog(std::cout);
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PrintLinkLog(std::cout); |
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} |
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}else
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{ |
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_linked = 0;
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} |
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} |
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/*
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ProgramGLSL::ProgramGLSL(char*frag_source, char * vert_source)
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{
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_used = 0;
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_linked = 0;
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_programID = glCreateProgram();
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ShaderObject shader(GL_FRAGMENT_SHADER, frag_source);
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ShaderObject vertex_shader(GL_VERTEX_SHADER, vert_source);
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AttachShaderObject(shader);
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AttachShaderObject(vertex_shader);
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LinkProgram();
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if(!_linked)
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{
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shader.PrintCompileLog(std::cout);
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vertex_shader.PrintCompileLog(std::cout);
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PrintLinkLog(std::cout);
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std::cout<<vert_source;
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std::cout<<frag_source;
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}
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}
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*/
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void ProgramGLSL::ReLink()
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{ |
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glLinkProgram(_programID); |
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} |
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int ProgramGLSL::IsNative()
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{ |
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return _linked;
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} |
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FilterGLSL::FilterGLSL(float sigma)
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{ |
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//pixel inside 3*sigma box
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int sz = int( ceil( GlobalUtil::_FilterWidthFactor * sigma -0.5) ) ;// |
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int width = 2*sz + 1; |
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//filter size truncation
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if(GlobalUtil::_MaxFilterWidth >0 && width > GlobalUtil::_MaxFilterWidth) |
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{ |
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std::cout<<"Filter size truncated from "<<width<<" to "<<GlobalUtil::_MaxFilterWidth<<endl; |
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sz = GlobalUtil::_MaxFilterWidth>>1;
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width = 2 * sz + 1; |
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} |
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int i;
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float * kernel = new float[width]; |
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float rv = 1.0f/(sigma*sigma); |
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float v, ksum =0; |
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// pre-compute filter
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for( i = -sz ; i <= sz ; ++i)
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{ |
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kernel[i+sz] = v = exp(-0.5f * i * i *rv) ; |
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ksum += v; |
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} |
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//normalize the kernel
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rv = 1.0f / ksum; |
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for(i = 0; i< width ;i++) kernel[i]*=rv; |
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//
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MakeFilterProgram(kernel, width); |
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_size = sz; |
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delete[] kernel;
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if(GlobalUtil::_verbose && GlobalUtil::_timingL) std::cout<<"Filter: sigma = "<<sigma<<", size = "<<width<<"x"<<width<<endl; |
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} |
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void FilterGLSL::MakeFilterProgram(float kernel[], int width) |
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{ |
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if(GlobalUtil::_usePackedTex)
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{ |
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s_shader_h = CreateFilterHPK(kernel, width); |
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s_shader_v = CreateFilterVPK(kernel, width); |
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}else
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{ |
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s_shader_h = CreateFilterH(kernel, width); |
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s_shader_v = CreateFilterV(kernel, width); |
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} |
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} |
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ProgramGPU* FilterGLSL::CreateFilterH(float kernel[], int width) |
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{ |
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char buffer[10240]; |
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ostrstream out(buffer, 10240);
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out<<setprecision(8);
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out<< "uniform sampler2DRect tex;";
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out<< "\nvoid main(void){ float intensity = 0.0 ; vec2 pos;\n";
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int half_width = width / 2; |
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for(int i = 0; i< width; i++) |
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{ |
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if(i == half_width)
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{ |
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out<<"float or = texture2DRect(tex, gl_TexCoord[0].st).r;\n";
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out<<"intensity+= or * "<<kernel[i]<<";\n"; |
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}else
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{ |
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out<<"pos = gl_TexCoord[0].st + vec2(float("<< (i - half_width) <<") , 0);\n"; |
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out<<"intensity+= "<<kernel[i]<<"*texture2DRect(tex, pos).r;\n"; |
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} |
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} |
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//copy original data to red channel
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out<<"gl_FragColor.r = or;\n";
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out<<"gl_FragColor.b = intensity;}\n"<<'\0'; |
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return new ProgramGLSL( buffer); |
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} |
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ProgramGPU* FilterGLSL::CreateFilterV(float kernel[], int height) |
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{ |
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char buffer[10240]; |
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ostrstream out(buffer, 10240);
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out<<setprecision(8);
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out<< "uniform sampler2DRect tex;";
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out<< "\nvoid main(void){ float intensity = 0.0;vec2 pos; \n";
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int half_height = height / 2; |
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for(int i = 0; i< height; i++) |
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{ |
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if(i == half_height)
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{ |
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out<<"vec2 orb = texture2DRect(tex, gl_TexCoord[0].st).rb;\n";
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out<<"intensity+= orb.y * "<<kernel[i]<<";\n"; |
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}else
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{ |
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out<<"pos = gl_TexCoord[0].st + vec2(0, float("<<(i - half_height) <<") );\n"; |
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out<<"intensity+= texture2DRect(tex, pos).b * "<<kernel[i]<<";\n"; |
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} |
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} |
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out<<"gl_FragColor.b = orb.y;\n";
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out<<"gl_FragColor.g = intensity - orb.x;\n"; // difference of gaussian.. |
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out<<"gl_FragColor.r = intensity;}\n"<<'\0'; |
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// std::cout<<buffer<<endl;
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return new ProgramGLSL( buffer); |
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} |
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ProgramGPU* FilterGLSL::CreateFilterHPK(float kernel[], int width) |
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{ |
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//both h and v are packed...
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int i, j , xw, xwn;
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int halfwidth = width >>1; |
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float * pf = kernel + halfwidth;
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int nhpixel = (halfwidth+1)>>1; //how many neighbour pixels need to be looked up |
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int npixel = (nhpixel<<1)+1;// |
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char buffer[10240]; |
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float weight[3]; |
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ostrstream out(buffer, 10240);
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out<<setprecision(8);
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out<< "uniform sampler2DRect tex;";
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out<< "\nvoid main(void){ vec4 result = vec4(0, 0, 0, 0);\n";
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///use multi texture coordinate because nhpixels can be at most 3
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out<<"vec4 pc; vec2 coord; \n";
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for( i = 0 ; i < npixel ; i++) |
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{ |
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out<<"coord = gl_TexCoord[0].xy + vec2(float("<<i-nhpixel<<"),0);\n"; |
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out<<"pc=texture2DRect(tex, coord);\n";
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if(GlobalUtil::_PreciseBorder) out<<"if(coord.x < 0) pc = pc.rrbb;\n"; |
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//for each sub-pixel j in center, the weight of sub-pixel k
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xw = (i - nhpixel)*2;
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for( j = 0; j < 3; j++) |
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{ |
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xwn = xw + j -1;
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weight[j] = xwn < -halfwidth || xwn > halfwidth? 0 : pf[xwn];
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} |
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if(weight[1] == 0.0) |
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{ |
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out<<"result += vec4("<<weight[2]<<","<<weight[0]<<","<<weight[2]<<","<<weight[0]<<")*pc.grab;\n"; |
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} |
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else
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{ |
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out<<"result += vec4("<<weight[1]<<", "<<weight[0]<<", "<<weight[1]<<", "<<weight[0]<<")*pc.rrbb;\n"; |
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out<<"result += vec4("<<weight[2]<<", "<<weight[1]<<", "<<weight[2]<<", "<<weight[1]<<")*pc.ggaa;\n"; |
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} |
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} |
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out<<"gl_FragColor = result;}\n"<<'\0'; |
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return new ProgramGLSL( buffer); |
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} |
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ProgramGPU* FilterGLSL::CreateFilterVPK(float kernel[], int height) |
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{ |
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//both h and v are packed...
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int i, j, yw, ywn;
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int halfh = height >>1; |
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float * pf = kernel + halfh;
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int nhpixel = (halfh+1)>>1; //how many neighbour pixels need to be looked up |
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int npixel = (nhpixel<<1)+1;// |
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char buffer[10240]; |
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float weight[3]; |
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ostrstream out(buffer, 10240);
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out<<setprecision(8);
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out<< "uniform sampler2DRect tex;";
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out<< "\nvoid main(void){ vec4 result = vec4(0, 0, 0, 0);\n";
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///use multi texture coordinate because nhpixels can be at most 3
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out<<"vec4 pc; vec2 coord;\n";
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for( i = 0 ; i < npixel ; i++) |
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{ |
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out<<"coord = gl_TexCoord[0].xy + vec2(0, float("<<i-nhpixel<<"));\n"; |
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out<<"pc=texture2DRect(tex, coord);\n";
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if(GlobalUtil::_PreciseBorder) out<<"if(coord.y < 0) pc = pc.rgrg;\n"; |
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//for each sub-pixel j in center, the weight of sub-pixel k
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yw = (i - nhpixel)*2;
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for( j = 0; j < 3; j++) |
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{ |
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ywn = yw + j -1;
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weight[j] = ywn < -halfh || ywn > halfh? 0 : pf[ywn];
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} |
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if(weight[1] == 0.0) |
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{ |
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out<<"result += vec4("<<weight[2]<<","<<weight[2]<<","<<weight[0]<<","<<weight[0]<<")*pc.barg;\n"; |
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}else
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{ |
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out<<"result += vec4("<<weight[1]<<","<<weight[1]<<","<<weight[0]<<","<<weight[0]<<")*pc.rgrg;\n"; |
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out<<"result += vec4("<<weight[2]<<","<<weight[2]<<","<<weight[1]<<","<<weight[1]<<")*pc.baba;\n"; |
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} |
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} |
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out<<"gl_FragColor = result;}\n"<<'\0'; |
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return new ProgramGLSL( buffer); |
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} |
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ShaderBag::ShaderBag() |
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{ |
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s_debug = 0;
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s_orientation = 0;
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s_display_gaussian = 0;
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s_display_dog = 0;
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s_display_grad = 0;
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s_display_keys = 0;
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s_sampling = 0;
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s_grad_pass = 0;
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s_dog_pass = 0;
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s_keypoint = 0;
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s_genlist_init_tight = 0;
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s_genlist_init_ex = 0;
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s_genlist_histo = 0;
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s_genlist_start = 0;
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s_genlist_step = 0;
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s_genlist_end = 0;
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554 |
s_vertex_list = 0;
|
555 |
s_descriptor_fp = 0;
|
556 |
s_margin_copy = 0;
|
557 |
////////////
|
558 |
f_gaussian_skip0 = NULL;
|
559 |
f_gaussian_skip1 = NULL;
|
560 |
f_gaussian_step = NULL;
|
561 |
_gaussian_step_num = 0;
|
562 |
|
563 |
} |
564 |
|
565 |
ShaderBag::~ShaderBag() |
566 |
{ |
567 |
if(s_debug)delete s_debug; |
568 |
if(s_orientation)delete s_orientation; |
569 |
if(s_display_gaussian)delete s_display_gaussian; |
570 |
if(s_display_dog)delete s_display_dog; |
571 |
if(s_display_grad)delete s_display_grad; |
572 |
if(s_display_keys)delete s_display_keys; |
573 |
if(s_sampling)delete s_sampling; |
574 |
if(s_grad_pass)delete s_grad_pass; |
575 |
if(s_dog_pass) delete s_dog_pass; |
576 |
if(s_keypoint)delete s_keypoint; |
577 |
if(s_genlist_init_tight)delete s_genlist_init_tight; |
578 |
if(s_genlist_init_ex)delete s_genlist_init_ex; |
579 |
if(s_genlist_histo)delete s_genlist_histo; |
580 |
if(s_genlist_start)delete s_genlist_start; |
581 |
if(s_genlist_step)delete s_genlist_step; |
582 |
if(s_genlist_end)delete s_genlist_end; |
583 |
if(s_vertex_list)delete s_vertex_list; |
584 |
if(s_descriptor_fp)delete s_descriptor_fp; |
585 |
if(s_margin_copy) delete s_margin_copy; |
586 |
|
587 |
//////////////////////////////////////////////
|
588 |
if(f_gaussian_skip1) delete f_gaussian_skip1; |
589 |
|
590 |
for(unsigned int i = 0; i < f_gaussian_skip0_v.size(); i++) |
591 |
{ |
592 |
if(f_gaussian_skip0_v[i]) delete f_gaussian_skip0_v[i]; |
593 |
} |
594 |
if(f_gaussian_step && _gaussian_step_num > 0) |
595 |
{ |
596 |
for(int i = 0; i< _gaussian_step_num; i++) |
597 |
{ |
598 |
delete f_gaussian_step[i];
|
599 |
} |
600 |
delete[] f_gaussian_step;
|
601 |
} |
602 |
} |
603 |
|
604 |
|
605 |
void ShaderBag::SelectInitialSmoothingFilter(int octave_min, SiftParam¶m) |
606 |
{ |
607 |
float sigma = param.GetInitialSmoothSigma(octave_min);
|
608 |
if(sigma == 0) |
609 |
{ |
610 |
f_gaussian_skip0 = NULL;
|
611 |
}else
|
612 |
{ |
613 |
for(unsigned int i = 0; i < f_gaussian_skip0_v.size(); i++) |
614 |
{ |
615 |
if(f_gaussian_skip0_v[i]->_id == octave_min)
|
616 |
{ |
617 |
f_gaussian_skip0 = f_gaussian_skip0_v[i]; |
618 |
return ;
|
619 |
} |
620 |
} |
621 |
FilterGLSL * filter = new FilterGLSL(sigma);
|
622 |
filter->_id = octave_min; |
623 |
f_gaussian_skip0_v.push_back(filter); |
624 |
f_gaussian_skip0 = filter; |
625 |
} |
626 |
} |
627 |
|
628 |
void ShaderBag::CreateGaussianFilters(SiftParam¶m)
|
629 |
{ |
630 |
if(param._sigma_skip0>0.0f) |
631 |
{ |
632 |
FilterGLSL * filter; |
633 |
f_gaussian_skip0 = filter = new FilterGLSL(param._sigma_skip0);
|
634 |
filter->_id = GlobalUtil::_octave_min_default; |
635 |
f_gaussian_skip0_v.push_back(filter); |
636 |
} |
637 |
if(param._sigma_skip1>0.0f) |
638 |
{ |
639 |
f_gaussian_skip1 = new FilterGLSL(param._sigma_skip1);
|
640 |
} |
641 |
|
642 |
f_gaussian_step = new FilterProgram*[param._sigma_num];
|
643 |
for(int i = 0; i< param._sigma_num; i++) |
644 |
{ |
645 |
f_gaussian_step[i] = new FilterGLSL(param._sigma[i]);
|
646 |
} |
647 |
_gaussian_step_num = param._sigma_num; |
648 |
} |
649 |
|
650 |
|
651 |
void ShaderBag::LoadDynamicShaders(SiftParam& param)
|
652 |
{ |
653 |
LoadKeypointShader(param._dog_threshold, param._edge_threshold); |
654 |
LoadGenListShader(param._dog_level_num, 0);
|
655 |
CreateGaussianFilters(param); |
656 |
} |
657 |
|
658 |
|
659 |
void ShaderBagGLSL::LoadFixedShaders()
|
660 |
{ |
661 |
|
662 |
|
663 |
s_gray = new ProgramGLSL(
|
664 |
"uniform sampler2DRect rgbTex; void main(void){\n"
|
665 |
"float intensity = dot(vec3(0.299, 0.587, 0.114), texture2DRect(rgbTex,gl_TexCoord[0].st ).rgb);\n"
|
666 |
"gl_FragColor = vec4(intensity, intensity, intensity, 1.0);}");
|
667 |
|
668 |
|
669 |
s_debug = new ProgramGLSL( "void main(void){gl_FragColor.rg = gl_TexCoord[0].st;}"); |
670 |
|
671 |
|
672 |
s_sampling = new ProgramGLSL(
|
673 |
"uniform sampler2DRect tex; void main(void){gl_FragColor.rg= texture2DRect(tex, gl_TexCoord[0].st).rg;}");
|
674 |
|
675 |
//
|
676 |
s_grad_pass = new ProgramGLSL(
|
677 |
"uniform sampler2DRect tex; void main ()\n"
|
678 |
"{\n"
|
679 |
" vec4 v1, v2, gg;\n"
|
680 |
" vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n"
|
681 |
" gg.x = texture2DRect(tex, gl_TexCoord[1].xy).r;\n"
|
682 |
" gg.y = texture2DRect(tex, gl_TexCoord[2].xy).r;\n"
|
683 |
" gg.z = texture2DRect(tex, gl_TexCoord[3].xy).r;\n"
|
684 |
" gg.w = texture2DRect(tex, gl_TexCoord[4].xy).r;\n"
|
685 |
" vec2 dxdy = (gg.yw - gg.xz); \n"
|
686 |
" float grad = 0.5*length(dxdy);\n"
|
687 |
" float theta = grad==0? 0.0: atan(dxdy.y, dxdy.x);\n"
|
688 |
" gl_FragData[0] = vec4(cc.rg, grad, theta);\n"
|
689 |
"}\n\0");
|
690 |
|
691 |
ProgramGLSL * program; |
692 |
s_margin_copy = program = new ProgramGLSL(
|
693 |
"uniform sampler2DRect tex; uniform vec2 truncate;\n"
|
694 |
"void main(){ gl_FragColor = texture2DRect(tex, min(gl_TexCoord[0].xy, truncate)); }");
|
695 |
|
696 |
_param_margin_copy_truncate = glGetUniformLocation(*program, "truncate");
|
697 |
|
698 |
|
699 |
GlobalUtil::_OrientationPack2 = 0;
|
700 |
LoadOrientationShader(); |
701 |
|
702 |
if(s_orientation == NULL) |
703 |
{ |
704 |
//Load a simplified version if the right version is not supported
|
705 |
s_orientation = program = new ProgramGLSL(
|
706 |
"uniform sampler2DRect fTex; uniform sampler2DRect oTex;\n"
|
707 |
" uniform float size; void main(){\n"
|
708 |
" vec4 cc = texture2DRect(fTex, gl_TexCoord[0].st);\n"
|
709 |
" vec4 oo = texture2DRect(oTex, cc.rg);\n"
|
710 |
" gl_FragColor.rg = cc.rg;\n"
|
711 |
" gl_FragColor.b = oo.a;\n"
|
712 |
" gl_FragColor.a = size;}");
|
713 |
|
714 |
_param_orientation_gtex = glGetUniformLocation(*program, "oTex");
|
715 |
_param_orientation_size = glGetUniformLocation(*program, "size");
|
716 |
|
717 |
GlobalUtil::_MaxOrientation = 0;
|
718 |
GlobalUtil::_FullSupported = 0;
|
719 |
std::cerr<<"Orientation simplified on this hardware"<<endl;
|
720 |
} |
721 |
|
722 |
|
723 |
if(GlobalUtil::_DescriptorPPT) LoadDescriptorShader();
|
724 |
if(s_descriptor_fp == NULL) |
725 |
{ |
726 |
GlobalUtil::_DescriptorPPT = GlobalUtil::_FullSupported = 0;
|
727 |
std::cerr<<"Descriptor ignored on this hardware"<<endl;
|
728 |
} |
729 |
|
730 |
s_zero_pass = new ProgramGLSL("void main(){gl_FragColor = vec4(0.0);}"); |
731 |
} |
732 |
|
733 |
|
734 |
void ShaderBagGLSL::LoadDisplayShaders()
|
735 |
{ |
736 |
s_copy_key = new ProgramGLSL(
|
737 |
"uniform sampler2DRect tex; void main(){\n"
|
738 |
"gl_FragColor.rg= texture2DRect(tex, gl_TexCoord[0].st).rg; gl_FragColor.ba = vec2(0.0,1.0); }");
|
739 |
|
740 |
|
741 |
ProgramGLSL * program; |
742 |
s_vertex_list = program = new ProgramGLSL(
|
743 |
"uniform vec4 sizes; uniform sampler2DRect tex;\n"
|
744 |
"void main(void){\n"
|
745 |
"float fwidth = sizes.y; float twidth = sizes.z; float rwidth = sizes.w; \n"
|
746 |
"float index = 0.1*(fwidth*floor(gl_TexCoord[0].y) + gl_TexCoord[0].x);\n"
|
747 |
"float px = mod(index, twidth);\n"
|
748 |
"vec2 tpos= floor(vec2(px, index*rwidth))+0.5;\n"
|
749 |
"vec4 cc = texture2DRect(tex, tpos );\n"
|
750 |
"float size = 3.0f * cc.a; //sizes.x;// \n"
|
751 |
"gl_FragColor.zw = vec2(0.0, 1.0);\n"
|
752 |
"if(cc.x<=0 || cc.y <=0) {gl_FragColor.xy = cc.xy; }\n"
|
753 |
"else {float type = fract(px);\n"
|
754 |
"vec2 dxy; \n"
|
755 |
"dxy.x = type < 0.1 ? 0.0 : ((type <0.5 || type > 0.9)? size : -size);\n"
|
756 |
"dxy.y = type < 0.2 ? 0.0 : ((type < 0.3 || type > 0.7 )? -size :size); \n"
|
757 |
"float s = sin(cc.b); float c = cos(cc.b); \n"
|
758 |
"gl_FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n"
|
759 |
"gl_FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n}\n");
|
760 |
|
761 |
|
762 |
_param_genvbo_size = glGetUniformLocation(*program, "sizes");
|
763 |
s_display_gaussian = new ProgramGLSL(
|
764 |
"uniform sampler2DRect tex; void main(void){float r = texture2DRect(tex, gl_TexCoord[0].st).r;\n"
|
765 |
"gl_FragColor = vec4(r, r, r, 1);}" );
|
766 |
|
767 |
s_display_dog = new ProgramGLSL(
|
768 |
"uniform sampler2DRect tex; void main(void){float g = 0.5+(20.0*texture2DRect(tex, gl_TexCoord[0].st).g);\n"
|
769 |
"gl_FragColor = vec4(g, g, g, 0.0);}" );
|
770 |
|
771 |
s_display_grad = new ProgramGLSL(
|
772 |
"uniform sampler2DRect tex; void main(void){\n"
|
773 |
" vec4 cc = texture2DRect(tex, gl_TexCoord[0].st);gl_FragColor = vec4(5.0* cc.bbb, 1.0);}");
|
774 |
|
775 |
s_display_keys= new ProgramGLSL(
|
776 |
"uniform sampler2DRect tex; void main(void){\n"
|
777 |
" vec4 cc = texture2DRect(tex, gl_TexCoord[0].st);\n"
|
778 |
" if(cc.r ==0.0) discard; gl_FragColor = (cc.r==1.0? vec4(1.0, 0.0, 0,1.0):vec4(0.0,1.0,0.0,1.0));}");
|
779 |
} |
780 |
|
781 |
void ShaderBagGLSL::LoadKeypointShader(float threshold, float edge_threshold) |
782 |
{ |
783 |
|
784 |
char buffer[10240]; |
785 |
float threshold0 = threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f); |
786 |
float threshold1 = threshold;
|
787 |
float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold; |
788 |
ostrstream out(buffer, 10240);
|
789 |
streampos pos; |
790 |
|
791 |
//tex(X)(Y)
|
792 |
//X: (CLR) (CENTER 0, LEFT -1, RIGHT +1)
|
793 |
//Y: (CDU) (CENTER 0, DOWN -1, UP +1)
|
794 |
|
795 |
out << "#define THRESHOLD0 " << threshold0 << "\n" |
796 |
"#define THRESHOLD1 " << threshold1 << "\n" |
797 |
"#define THRESHOLD2 " << threshold2 << "\n"; |
798 |
|
799 |
out<< |
800 |
"uniform sampler2DRect tex, texU, texD; void main ()\n"
|
801 |
"{\n"
|
802 |
" vec4 v1, v2, gg, temp;\n"
|
803 |
" vec2 TexRU = vec2(gl_TexCoord[2].x, gl_TexCoord[4].y); \n"
|
804 |
" vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n"
|
805 |
" temp = texture2DRect(tex, gl_TexCoord[1].xy);\n"
|
806 |
" v1.x = temp.g; gg.x = temp.r;\n"
|
807 |
" temp = texture2DRect(tex, gl_TexCoord[2].xy) ;\n"
|
808 |
" v1.y = temp.g; gg.y = temp.r;\n"
|
809 |
" temp = texture2DRect(tex, gl_TexCoord[3].xy) ;\n"
|
810 |
" v1.z = temp.g; gg.z = temp.r;\n"
|
811 |
" temp = texture2DRect(tex, gl_TexCoord[4].xy) ;\n"
|
812 |
" v1.w = temp.g; gg.w = temp.r;\n"
|
813 |
" v2.x = texture2DRect(tex, gl_TexCoord[5].xy).g;\n"
|
814 |
" v2.y = texture2DRect(tex, gl_TexCoord[6].xy).g;\n"
|
815 |
" v2.z = texture2DRect(tex, gl_TexCoord[7].xy).g;\n"
|
816 |
" v2.w = texture2DRect(tex, TexRU.xy).g;\n"
|
817 |
" vec2 dxdy = (gg.yw - gg.xz); \n"
|
818 |
" float grad = 0.5*length(dxdy);\n"
|
819 |
" float theta = grad==0? 0.0: atan(dxdy.y, dxdy.x);\n"
|
820 |
" gl_FragData[0] = vec4(cc.rg, grad, theta);\n"
|
821 |
|
822 |
//test against 8 neighbours
|
823 |
//use variable to identify type of extremum
|
824 |
//1.0 for local maximum and 0.5 for minimum
|
825 |
<< |
826 |
" float dog = 0.0; \n"
|
827 |
" gl_FragData[1] = vec4(0, 0, 0, 0); \n"
|
828 |
" dog = cc.g > THRESHOLD0 && all(greaterThan(cc.gggg, max(v1, v2)))?1.0: 0.0;\n"
|
829 |
" dog = cc.g < -THRESHOLD0 && all(lessThan(cc.gggg, min(v1, v2)))?0.5: dog;\n"
|
830 |
" if(dog == 0.0) return;\n";
|
831 |
|
832 |
pos = out.tellp(); |
833 |
//do edge supression first..
|
834 |
//vector v1 is < (-1, 0), (1, 0), (0,-1), (0, 1)>
|
835 |
//vector v2 is < (-1,-1), (-1,1), (1,-1), (1, 1)>
|
836 |
|
837 |
out<< |
838 |
" float fxx, fyy, fxy; \n"
|
839 |
" vec4 D2 = v1.xyzw - cc.gggg;\n"
|
840 |
" vec2 D4 = v2.xw - v2.yz;\n"
|
841 |
" fxx = D2.x + D2.y;\n"
|
842 |
" fyy = D2.z + D2.w;\n"
|
843 |
" fxy = 0.25*(D4.x + D4.y);\n"
|
844 |
" float fxx_plus_fyy = fxx + fyy;\n"
|
845 |
" float score_up = fxx_plus_fyy*fxx_plus_fyy; \n"
|
846 |
" float score_down = (fxx*fyy - fxy*fxy);\n"
|
847 |
" if( score_down <= 0 || score_up > THRESHOLD2 * score_down)return;\n";
|
848 |
|
849 |
//...
|
850 |
out<<" \n"
|
851 |
" vec2 D5 = 0.5*(v1.yw-v1.xz); \n"
|
852 |
" float fx = D5.x, fy = D5.y ; \n"
|
853 |
" float fs, fss , fxs, fys ; \n"
|
854 |
" vec2 v3; vec4 v4, v5, v6;\n"
|
855 |
//read 9 pixels of upper level
|
856 |
<< |
857 |
" v3.x = texture2DRect(texU, gl_TexCoord[0].xy).g;\n"
|
858 |
" v4.x = texture2DRect(texU, gl_TexCoord[1].xy).g;\n"
|
859 |
" v4.y = texture2DRect(texU, gl_TexCoord[2].xy).g;\n"
|
860 |
" v4.z = texture2DRect(texU, gl_TexCoord[3].xy).g;\n"
|
861 |
" v4.w = texture2DRect(texU, gl_TexCoord[4].xy).g;\n"
|
862 |
" v6.x = texture2DRect(texU, gl_TexCoord[5].xy).g;\n"
|
863 |
" v6.y = texture2DRect(texU, gl_TexCoord[6].xy).g;\n"
|
864 |
" v6.z = texture2DRect(texU, gl_TexCoord[7].xy).g;\n"
|
865 |
" v6.w = texture2DRect(texU, TexRU.xy).g;\n"
|
866 |
//compare with 9 pixels of upper level
|
867 |
//read and compare with 9 pixels of lower level
|
868 |
//the maximum case
|
869 |
<< |
870 |
" if(dog == 1.0)\n"
|
871 |
" {\n"
|
872 |
" if(cc.g < v3.x || any(lessThan(cc.gggg, v4)) ||any(lessThan(cc.gggg, v6)))return; \n"
|
873 |
" v3.y = texture2DRect(texD, gl_TexCoord[0].xy).g;\n"
|
874 |
" v5.x = texture2DRect(texD, gl_TexCoord[1].xy).g;\n"
|
875 |
" v5.y = texture2DRect(texD, gl_TexCoord[2].xy).g;\n"
|
876 |
" v5.z = texture2DRect(texD, gl_TexCoord[3].xy).g;\n"
|
877 |
" v5.w = texture2DRect(texD, gl_TexCoord[4].xy).g;\n"
|
878 |
" v6.x = texture2DRect(texD, gl_TexCoord[5].xy).g;\n"
|
879 |
" v6.y = texture2DRect(texD, gl_TexCoord[6].xy).g;\n"
|
880 |
" v6.z = texture2DRect(texD, gl_TexCoord[7].xy).g;\n"
|
881 |
" v6.w = texture2DRect(texD, TexRU.xy).g;\n"
|
882 |
" if(cc.g < v3.y || any(lessThan(cc.gggg, v5)) ||any(lessThan(cc.gggg, v6)))return; \n"
|
883 |
" }\n"
|
884 |
//the minimum case
|
885 |
<< |
886 |
" else{\n"
|
887 |
" if(cc.g > v3.x || any(greaterThan(cc.gggg, v4)) ||any(greaterThan(cc.gggg, v6)))return; \n"
|
888 |
" v3.y = texture2DRect(texD, gl_TexCoord[0].xy).g;\n"
|
889 |
" v5.x = texture2DRect(texD, gl_TexCoord[1].xy).g;\n"
|
890 |
" v5.y = texture2DRect(texD, gl_TexCoord[2].xy).g;\n"
|
891 |
" v5.z = texture2DRect(texD, gl_TexCoord[3].xy).g;\n"
|
892 |
" v5.w = texture2DRect(texD, gl_TexCoord[4].xy).g;\n"
|
893 |
" v6.x = texture2DRect(texD, gl_TexCoord[5].xy).g;\n"
|
894 |
" v6.y = texture2DRect(texD, gl_TexCoord[6].xy).g;\n"
|
895 |
" v6.z = texture2DRect(texD, gl_TexCoord[7].xy).g;\n"
|
896 |
" v6.w = texture2DRect(texD, TexRU.xy).g;\n"
|
897 |
" if(cc.g > v3.y || any(greaterThan(cc.gggg, v5)) ||any(greaterThan(cc.gggg, v6)))return; \n"
|
898 |
" }\n";
|
899 |
|
900 |
if(GlobalUtil::_SubpixelLocalization)
|
901 |
|
902 |
// sub-pixel localization FragData1 = vec4(dog, 0, 0, 0); return;
|
903 |
out << |
904 |
" fs = 0.5*( v3.x - v3.y ); \n"
|
905 |
" fss = v3.x + v3.y - cc.g - cc.g;\n"
|
906 |
" fxs = 0.25 * ( v4.y + v5.x - v4.x - v5.y);\n"
|
907 |
" fys = 0.25 * ( v4.w + v5.z - v4.z - v5.w);\n"
|
908 |
|
909 |
//
|
910 |
// let dog difference be quatratic function of dx, dy, ds;
|
911 |
// df(dx, dy, ds) = fx * dx + fy*dy + fs * ds +
|
912 |
// + 0.5 * ( fxx * dx * dx + fyy * dy * dy + fss * ds * ds)
|
913 |
// + (fxy * dx * dy + fxs * dx * ds + fys * dy * ds)
|
914 |
// (fx, fy, fs, fxx, fyy, fss, fxy, fxs, fys are the derivatives)
|
915 |
|
916 |
//the local extremum satisfies
|
917 |
// df/dx = 0, df/dy = 0, df/dz = 0
|
918 |
|
919 |
//that is
|
920 |
// |-fx| | fxx fxy fxs | |dx|
|
921 |
// |-fy| = | fxy fyy fys | * |dy|
|
922 |
// |-fs| | fxs fys fss | |ds|
|
923 |
// need to solve dx, dy, ds
|
924 |
|
925 |
// Use Gauss elimination to solve the linear system
|
926 |
<< |
927 |
" vec3 dxys = vec3(0.0); \n"
|
928 |
" vec4 A0, A1, A2 ; \n"
|
929 |
" A0 = vec4(fxx, fxy, fxs, -fx); \n"
|
930 |
" A1 = vec4(fxy, fyy, fys, -fy); \n"
|
931 |
" A2 = vec4(fxs, fys, fss, -fs); \n"
|
932 |
" vec3 x3 = abs(vec3(fxx, fxy, fxs)); \n"
|
933 |
" float maxa = max(max(x3.x, x3.y), x3.z); \n"
|
934 |
" if(maxa >= 1e-10 ) { \n"
|
935 |
" if(x3.y ==maxa ) \n"
|
936 |
" { \n"
|
937 |
" vec4 TEMP = A1; A1 = A0; A0 = TEMP; \n"
|
938 |
" }else if( x3.z == maxa ) \n"
|
939 |
" { \n"
|
940 |
" vec4 TEMP = A2; A2 = A0; A0 = TEMP; \n"
|
941 |
" } \n"
|
942 |
" A0 /= A0.x; \n"
|
943 |
" A1 -= A1.x * A0; \n"
|
944 |
" A2 -= A2.x * A0; \n"
|
945 |
" vec2 x2 = abs(vec2(A1.y, A2.y)); \n"
|
946 |
" if( x2.y > x2.x ) \n"
|
947 |
" { \n"
|
948 |
" vec3 TEMP = A2.yzw; \n"
|
949 |
" A2.yzw = A1.yzw; \n"
|
950 |
" A1.yzw = TEMP; \n"
|
951 |
" x2.x = x2.y; \n"
|
952 |
" } \n"
|
953 |
" if(x2.x >= 1e-10) { \n"
|
954 |
" A1.yzw /= A1.y; \n"
|
955 |
" A2.yzw -= A2.y * A1.yzw; \n"
|
956 |
" if(abs(A2.z) >= 1e-10) { \n"
|
957 |
// compute dx, dy, ds:
|
958 |
<< |
959 |
" \n"
|
960 |
" dxys.z = A2.w /A2.z; \n"
|
961 |
" dxys.y = A1.w - dxys.z*A1.z; \n"
|
962 |
" dxys.x = A0.w - dxys.z*A0.z - dxys.y*A0.y; \n"
|
963 |
|
964 |
//one more threshold which I forgot in versions prior to 286
|
965 |
<< |
966 |
" bool dog_test = (abs(cc.g + 0.5*dot(vec3(fx, fy, fs), dxys ))<= THRESHOLD1) ;\n"
|
967 |
" if(dog_test || any(greaterThan(abs(dxys), vec3(1.0)))) dog = 0;\n"
|
968 |
" }\n"
|
969 |
" }\n"
|
970 |
" }\n"
|
971 |
//keep the point when the offset is less than 1
|
972 |
<< |
973 |
" gl_FragData[1] = vec4( dog, dxys); \n";
|
974 |
else
|
975 |
|
976 |
out<< |
977 |
" gl_FragData[1] = vec4( dog, 0, 0, 0) ; \n";
|
978 |
|
979 |
out<< |
980 |
"}\n" <<'\0'; |
981 |
|
982 |
|
983 |
|
984 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
985 |
if(program->IsNative())
|
986 |
{ |
987 |
s_keypoint = program ; |
988 |
//parameter
|
989 |
}else
|
990 |
{ |
991 |
delete program;
|
992 |
out.seekp(pos); |
993 |
out << |
994 |
" gl_FragData[1] = vec4(dog, 0, 0, 0) ; \n"
|
995 |
"}\n" <<'\0'; |
996 |
s_keypoint = program = new ProgramGLSL(buffer);
|
997 |
GlobalUtil::_SubpixelLocalization = 0;
|
998 |
std::cerr<<"Detection simplified on this hardware"<<endl;
|
999 |
} |
1000 |
|
1001 |
_param_dog_texu = glGetUniformLocation(*program, "texU");
|
1002 |
_param_dog_texd = glGetUniformLocation(*program, "texD");
|
1003 |
} |
1004 |
|
1005 |
|
1006 |
void ShaderBagGLSL::SetDogTexParam(int texU, int texD) |
1007 |
{ |
1008 |
glUniform1i(_param_dog_texu, 1);
|
1009 |
glUniform1i(_param_dog_texd, 2);
|
1010 |
} |
1011 |
|
1012 |
void ShaderBagGLSL::SetGenListStepParam(int tex, int tex0) |
1013 |
{ |
1014 |
glUniform1i(_param_genlist_step_tex0, 1);
|
1015 |
} |
1016 |
void ShaderBagGLSL::SetGenVBOParam( float width, float fwidth, float size) |
1017 |
{ |
1018 |
float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width}; |
1019 |
glUniform4fv(_param_genvbo_size, 1, sizes);
|
1020 |
|
1021 |
} |
1022 |
|
1023 |
|
1024 |
|
1025 |
void ShaderBagGLSL::UnloadProgram()
|
1026 |
{ |
1027 |
glUseProgram(0);
|
1028 |
} |
1029 |
|
1030 |
|
1031 |
|
1032 |
void ShaderBagGLSL::LoadGenListShader(int ndoglev, int nlev) |
1033 |
{ |
1034 |
ProgramGLSL * program; |
1035 |
|
1036 |
s_genlist_init_tight = new ProgramGLSL(
|
1037 |
"uniform sampler2DRect tex; void main (void){\n"
|
1038 |
"vec4 helper = vec4( texture2DRect(tex, gl_TexCoord[0].xy).r, texture2DRect(tex, gl_TexCoord[1].xy).r,\n"
|
1039 |
"texture2DRect(tex, gl_TexCoord[2].xy).r, texture2DRect(tex, gl_TexCoord[3].xy).r);\n"
|
1040 |
"gl_FragColor = vec4(greaterThan(helper, vec4(0.0,0.0,0.0,0.0)));\n"
|
1041 |
"}");
|
1042 |
|
1043 |
|
1044 |
s_genlist_init_ex = program = new ProgramGLSL(
|
1045 |
"uniform sampler2DRect tex;uniform vec2 bbox;\n"
|
1046 |
"void main (void ){\n"
|
1047 |
"vec4 helper = vec4( texture2DRect(tex, gl_TexCoord[0].xy).r, texture2DRect(tex, gl_TexCoord[1].xy).r,\n"
|
1048 |
"texture2DRect(tex, gl_TexCoord[2].xy).r, texture2DRect(tex, gl_TexCoord[3].xy).r);\n"
|
1049 |
"bvec4 helper2 = bvec4( \n"
|
1050 |
"all(lessThan(gl_TexCoord[0].xy , bbox)) && helper.x >0,\n"
|
1051 |
"all(lessThan(gl_TexCoord[1].xy , bbox)) && helper.y >0,\n"
|
1052 |
"all(lessThan(gl_TexCoord[2].xy , bbox)) && helper.z >0,\n"
|
1053 |
"all(lessThan(gl_TexCoord[3].xy , bbox)) && helper.w >0);\n"
|
1054 |
"gl_FragColor = vec4(helper2);\n"
|
1055 |
"}");
|
1056 |
_param_genlist_init_bbox = glGetUniformLocation( *program, "bbox");
|
1057 |
|
1058 |
|
1059 |
//reduction ...
|
1060 |
s_genlist_histo = new ProgramGLSL(
|
1061 |
"uniform sampler2DRect tex; void main (void){\n"
|
1062 |
"vec4 helper; vec4 helper2; \n"
|
1063 |
"helper = texture2DRect(tex, gl_TexCoord[0].xy); helper2.xy = helper.xy + helper.zw; \n"
|
1064 |
"helper = texture2DRect(tex, gl_TexCoord[1].xy); helper2.zw = helper.xy + helper.zw; \n"
|
1065 |
"gl_FragColor.rg = helper2.xz + helper2.yw;\n"
|
1066 |
"helper = texture2DRect(tex, gl_TexCoord[2].xy); helper2.xy = helper.xy + helper.zw; \n"
|
1067 |
"helper = texture2DRect(tex, gl_TexCoord[3].xy); helper2.zw = helper.xy + helper.zw; \n"
|
1068 |
"gl_FragColor.ba= helper2.xz+helper2.yw;\n"
|
1069 |
"}");
|
1070 |
|
1071 |
|
1072 |
//read of the first part, which generates tex coordinates
|
1073 |
s_genlist_start= program = LoadGenListStepShader(1, 1); |
1074 |
_param_ftex_width= glGetUniformLocation(*program, "width");
|
1075 |
_param_genlist_start_tex0 = glGetUniformLocation(*program, "tex0");
|
1076 |
//stepping
|
1077 |
s_genlist_step = program = LoadGenListStepShader(0, 1); |
1078 |
_param_genlist_step_tex= glGetUniformLocation(*program, "tex");
|
1079 |
_param_genlist_step_tex0= glGetUniformLocation(*program, "tex0");
|
1080 |
|
1081 |
} |
1082 |
|
1083 |
void ShaderBagGLSL::SetMarginCopyParam(int xmax, int ymax) |
1084 |
{ |
1085 |
float truncate[2] = {xmax - 0.5f , ymax - 0.5f}; |
1086 |
glUniform2fv(_param_margin_copy_truncate, 1, truncate);
|
1087 |
} |
1088 |
|
1089 |
void ShaderBagGLSL::SetGenListInitParam(int w, int h) |
1090 |
{ |
1091 |
float bbox[2] = {w - 1.0f, h - 1.0f}; |
1092 |
glUniform2fv(_param_genlist_init_bbox, 1, bbox);
|
1093 |
} |
1094 |
void ShaderBagGLSL::SetGenListStartParam(float width, int tex0) |
1095 |
{ |
1096 |
glUniform1f(_param_ftex_width, width); |
1097 |
} |
1098 |
|
1099 |
|
1100 |
ProgramGLSL* ShaderBagGLSL::LoadGenListStepShader(int start, int step) |
1101 |
{ |
1102 |
int i;
|
1103 |
char buffer[10240]; |
1104 |
// char chanels[5] = "rgba";
|
1105 |
ostrstream out(buffer, 10240);
|
1106 |
|
1107 |
for(i = 0; i < step; i++) out<<"uniform sampler2DRect tex"<<i<<";\n"; |
1108 |
if(start)
|
1109 |
{ |
1110 |
out<<"uniform float width;\n";
|
1111 |
out<<"void main(void){\n";
|
1112 |
out<<"float index = floor(gl_TexCoord[0].y) * width + floor(gl_TexCoord[0].x);\n";
|
1113 |
out<<"vec2 pos = vec2(0.5, 0.5);\n";
|
1114 |
}else
|
1115 |
{ |
1116 |
out<<"uniform sampler2DRect tex;\n";
|
1117 |
out<<"void main(void){\n";
|
1118 |
out<<"vec4 tc = texture2DRect( tex, gl_TexCoord[0].xy);\n";
|
1119 |
out<<"vec2 pos = tc.rg; float index = tc.b;\n";
|
1120 |
} |
1121 |
out<<"vec2 sum; vec4 cc;\n";
|
1122 |
|
1123 |
|
1124 |
if(step>0) |
1125 |
{ |
1126 |
out<<"vec2 cpos = vec2(-0.5, 0.5);\t vec2 opos;\n";
|
1127 |
for(i = 0; i < step; i++) |
1128 |
{ |
1129 |
|
1130 |
out<<"cc = texture2DRect(tex"<<i<<", pos);\n"; |
1131 |
out<<"sum.x = cc.r + cc.g; sum.y = sum.x + cc.b; \n";
|
1132 |
out<<"if (index <cc.r){ opos = cpos.xx;}\n";
|
1133 |
out<<"else if(index < sum.x ) {opos = cpos.yx; index -= cc.r;}\n";
|
1134 |
out<<"else if(index < sum.y ) {opos = cpos.xy; index -= sum.x;}\n";
|
1135 |
out<<"else {opos = cpos.yy; index -= sum.y;}\n";
|
1136 |
out<<"pos = (pos + pos + opos);\n";
|
1137 |
} |
1138 |
} |
1139 |
out<<"gl_FragColor = vec4(pos, index, 1.0);\n";
|
1140 |
out<<"}\n"<<'\0'; |
1141 |
return new ProgramGLSL(buffer); |
1142 |
} |
1143 |
|
1144 |
|
1145 |
void ShaderBagGLSL::LoadOrientationShader()
|
1146 |
{ |
1147 |
char buffer[10240]; |
1148 |
ostrstream out(buffer,10240);
|
1149 |
|
1150 |
if(GlobalUtil::_IsNvidia)
|
1151 |
{ |
1152 |
out << "#pragma optionNV(ifcvt none)\n"
|
1153 |
"#pragma optionNV(unroll all)\n";
|
1154 |
} |
1155 |
|
1156 |
out<<"\n"
|
1157 |
"#define GAUSSIAN_WF "<<GlobalUtil::_OrientationGaussianFactor<<" \n" |
1158 |
"#define SAMPLE_WF ("<<GlobalUtil::_OrientationWindowFactor<< " )\n" |
1159 |
"#define ORIENTATION_THRESHOLD "<< GlobalUtil::_MulitiOrientationThreshold << "\n" |
1160 |
"uniform sampler2DRect tex; \n"
|
1161 |
"uniform sampler2DRect gradTex; \n"
|
1162 |
"uniform vec4 size; \n"
|
1163 |
<< (GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign? |
1164 |
" uniform sampler2DRect texS; \n" : " ") |
1165 |
<< |
1166 |
"void main() \n"
|
1167 |
"{ \n"
|
1168 |
" vec4 bins[10]; \n"
|
1169 |
" bins[0] = vec4(0.0);bins[1] = vec4(0.0);bins[2] = vec4(0.0); \n"
|
1170 |
" bins[3] = vec4(0.0);bins[4] = vec4(0.0);bins[5] = vec4(0.0); \n"
|
1171 |
" bins[6] = vec4(0.0);bins[7] = vec4(0.0);bins[8] = vec4(0.0); \n"
|
1172 |
" vec4 loc = texture2DRect(tex, gl_TexCoord[0].xy); \n"
|
1173 |
" vec2 pos = loc.xy; \n"
|
1174 |
" bool orientation_mode = (size.z != 0); \n"
|
1175 |
" float sigma = orientation_mode? abs(size.z) : loc.w; \n";
|
1176 |
if(GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)
|
1177 |
{ |
1178 |
out<< |
1179 |
" if(orientation_mode){\n"
|
1180 |
" vec4 offset = texture2DRect(texS, pos);\n"
|
1181 |
" pos.xy = pos.xy + offset.yz; \n"
|
1182 |
" sigma = sigma * pow(size.w, offset.w);\n"
|
1183 |
" #if "<< GlobalUtil::_KeepExtremumSign << "\n" |
1184 |
" if(offset.x < 0.6) sigma = -sigma; \n"
|
1185 |
" #endif\n"
|
1186 |
" }\n";
|
1187 |
} |
1188 |
out<< |
1189 |
" //bool fixed_orientation = (size.z < 0); \n"
|
1190 |
" if(size.z < 0) {gl_FragData[0] = vec4(pos, 0, sigma); return;}"
|
1191 |
" float gsigma = sigma * GAUSSIAN_WF; \n"
|
1192 |
" vec2 win = abs(vec2(sigma)) * (SAMPLE_WF * GAUSSIAN_WF); \n"
|
1193 |
" vec2 dim = size.xy; \n"
|
1194 |
" float dist_threshold = win.x*win.x+0.5; \n"
|
1195 |
" float factor = -0.5/(gsigma*gsigma); \n"
|
1196 |
" vec4 sz; vec2 spos; \n"
|
1197 |
" //if(any(pos.xy <= 1)) discard; \n"
|
1198 |
" sz.xy = max( pos - win, vec2(1,1)); \n"
|
1199 |
" sz.zw = min( pos + win, dim-2); \n"
|
1200 |
" sz = floor(sz)+0.5;";
|
1201 |
//loop to get the histogram
|
1202 |
|
1203 |
out<<"\n"
|
1204 |
" for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n"
|
1205 |
" { \n"
|
1206 |
" for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n"
|
1207 |
" { \n"
|
1208 |
" vec2 offset = spos - pos; \n"
|
1209 |
" float sq_dist = dot(offset,offset); \n"
|
1210 |
" if( sq_dist < dist_threshold){ \n"
|
1211 |
" vec4 cc = texture2DRect(gradTex, spos); \n"
|
1212 |
" float grad = cc.b; float theta = cc.a; \n"
|
1213 |
" float idx = floor(degrees(theta)*0.1); \n"
|
1214 |
" if(idx < 0 ) idx += 36; \n"
|
1215 |
" float weight = grad*exp(sq_dist * factor); \n"
|
1216 |
" float vidx = fract(idx * 0.25) * 4.0;//mod(idx, 4.0) ; \n"
|
1217 |
" vec4 inc = weight*vec4(equal(vec4(vidx), vec4(0.0,1.0,2.0,3.0)));";
|
1218 |
|
1219 |
if(GlobalUtil::_UseDynamicIndexing && GlobalUtil::_IsNvidia)
|
1220 |
{ |
1221 |
//dynamic indexing may not be faster
|
1222 |
out<<"\n"
|
1223 |
" int iidx = int((idx*0.25)); \n"
|
1224 |
" bins[iidx]+=inc; \n"
|
1225 |
" } \n"
|
1226 |
" } \n"
|
1227 |
" }";
|
1228 |
|
1229 |
}else
|
1230 |
{ |
1231 |
//nvfp40 still does not support dynamic array indexing
|
1232 |
//unrolled binary search...
|
1233 |
out<<"\n"
|
1234 |
" if(idx < 16) \n"
|
1235 |
" { \n"
|
1236 |
" if(idx < 8) \n"
|
1237 |
" { \n"
|
1238 |
" if(idx < 4) { bins[0]+=inc;} \n"
|
1239 |
" else { bins[1]+=inc;} \n"
|
1240 |
" }else \n"
|
1241 |
" { \n"
|
1242 |
" if(idx < 12){ bins[2]+=inc;} \n"
|
1243 |
" else { bins[3]+=inc;} \n"
|
1244 |
" } \n"
|
1245 |
" }else if(idx < 32) \n"
|
1246 |
" { \n"
|
1247 |
" if(idx < 24) \n"
|
1248 |
" { \n"
|
1249 |
" if(idx <20) { bins[4]+=inc;} \n"
|
1250 |
" else { bins[5]+=inc;} \n"
|
1251 |
" }else \n"
|
1252 |
" { \n"
|
1253 |
" if(idx < 28){ bins[6]+=inc;} \n"
|
1254 |
" else { bins[7]+=inc;} \n"
|
1255 |
" } \n"
|
1256 |
" }else \n"
|
1257 |
" { \n"
|
1258 |
" bins[8]+=inc; \n"
|
1259 |
" } \n"
|
1260 |
" } \n"
|
1261 |
" } \n"
|
1262 |
" }";
|
1263 |
|
1264 |
} |
1265 |
|
1266 |
WriteOrientationCodeToStream(out); |
1267 |
|
1268 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
1269 |
if(program->IsNative())
|
1270 |
{ |
1271 |
s_orientation = program ; |
1272 |
_param_orientation_gtex = glGetUniformLocation(*program, "gradTex");
|
1273 |
_param_orientation_size = glGetUniformLocation(*program, "size");
|
1274 |
_param_orientation_stex = glGetUniformLocation(*program, "texS");
|
1275 |
}else
|
1276 |
{ |
1277 |
delete program;
|
1278 |
} |
1279 |
} |
1280 |
|
1281 |
|
1282 |
void ShaderBagGLSL::WriteOrientationCodeToStream(std::ostream& out)
|
1283 |
{ |
1284 |
//smooth histogram and find the largest
|
1285 |
/*
|
1286 |
smoothing kernel: (1 3 6 7 6 3 1 )/27
|
1287 |
the same as 3 pass of (1 1 1)/3 averaging
|
1288 |
maybe better to use 4 pass on the vectors...
|
1289 |
*/
|
1290 |
|
1291 |
|
1292 |
//the inner loop on different array numbers is always unrolled in fp40
|
1293 |
|
1294 |
//bug fixed here:)
|
1295 |
out<<"\n"
|
1296 |
" //mat3 m1 = mat3(1, 0, 0, 3, 1, 0, 6, 3, 1)/27.0; \n"
|
1297 |
" mat3 m1 = mat3(1, 3, 6, 0, 1, 3,0, 0, 1)/27.0; \n"
|
1298 |
" mat4 m2 = mat4(7, 6, 3, 1, 6, 7, 6, 3, 3, 6, 7, 6, 1, 3, 6, 7)/27.0;\n"
|
1299 |
" #define FILTER_CODE(i) { \\\n"
|
1300 |
" vec4 newb = (bins[i]* m2); \\\n"
|
1301 |
" newb.xyz += ( prev.yzw * m1); \\\n"
|
1302 |
" prev = bins[i]; \\\n"
|
1303 |
" newb.wzy += ( bins[i+1].zyx *m1); \\\n"
|
1304 |
" bins[i] = newb;}\n"
|
1305 |
" for (int j=0; j<2; j++) \n"
|
1306 |
" { \n"
|
1307 |
" vec4 prev = bins[8]; \n"
|
1308 |
" bins[9] = bins[0]; \n";
|
1309 |
|
1310 |
if(GlobalUtil::_IsNvidia)
|
1311 |
{ |
1312 |
out<< |
1313 |
" for (int i=0; i<9; i++) \n"
|
1314 |
" { \n"
|
1315 |
" FILTER_CODE(i); \n"
|
1316 |
" } \n"
|
1317 |
" }";
|
1318 |
|
1319 |
}else
|
1320 |
{ |
1321 |
//manually unroll the loop for ATI.
|
1322 |
out << |
1323 |
" FILTER_CODE(0);\n"
|
1324 |
" FILTER_CODE(1);\n"
|
1325 |
" FILTER_CODE(2);\n"
|
1326 |
" FILTER_CODE(3);\n"
|
1327 |
" FILTER_CODE(4);\n"
|
1328 |
" FILTER_CODE(5);\n"
|
1329 |
" FILTER_CODE(6);\n"
|
1330 |
" FILTER_CODE(7);\n"
|
1331 |
" FILTER_CODE(8);\n"
|
1332 |
" }\n";
|
1333 |
} |
1334 |
//find the maximum voting
|
1335 |
out<<"\n"
|
1336 |
" vec4 maxh; vec2 maxh2; \n"
|
1337 |
" vec4 maxh4 = max(max(max(max(max(max(max(max(bins[0], bins[1]), bins[2]), \n"
|
1338 |
" bins[3]), bins[4]), bins[5]), bins[6]), bins[7]), bins[8]);\n"
|
1339 |
" maxh2 = max(maxh4.xy, maxh4.zw); maxh = vec4(max(maxh2.x, maxh2.y));";
|
1340 |
|
1341 |
char *testpeak_code;
|
1342 |
char *savepeak_code;
|
1343 |
|
1344 |
//save two/three/four orientations with the largest votings?
|
1345 |
|
1346 |
if(GlobalUtil::_MaxOrientation>1) |
1347 |
{ |
1348 |
out<<"\n"
|
1349 |
" vec4 Orientations = vec4(0, 0, 0, 0); \n"
|
1350 |
" vec4 weights = vec4(0,0,0,0); ";
|
1351 |
|
1352 |
testpeak_code = "\\\n"
|
1353 |
" {test = greaterThan(bins[i], hh);";
|
1354 |
|
1355 |
//save the orientations in weight-decreasing order
|
1356 |
if(GlobalUtil::_MaxOrientation ==2) |
1357 |
{ |
1358 |
savepeak_code = "\\\n"
|
1359 |
" if(weight <=weights.g){}\\\n"
|
1360 |
" else if(weight >weights.r)\\\n"
|
1361 |
" {weights.rg = vec2(weight, weights.r); Orientations.rg = vec2(th, Orientations.r);}\\\n"
|
1362 |
" else {weights.g = weight; Orientations.g = th;}";
|
1363 |
}else if(GlobalUtil::_MaxOrientation ==3) |
1364 |
{ |
1365 |
savepeak_code = "\\\n"
|
1366 |
" if(weight <=weights.b){}\\\n"
|
1367 |
" else if(weight >weights.r)\\\n"
|
1368 |
" {weights.rgb = vec3(weight, weights.rg); Orientations.rgb = vec3(th, Orientations.rg);}\\\n"
|
1369 |
" else if(weight >weights.g)\\\n"
|
1370 |
" {weights.gb = vec2(weight, weights.g); Orientations.gb = vec2(th, Orientations.g);}\\\n"
|
1371 |
" else {weights.b = weight; Orientations.b = th;}";
|
1372 |
}else
|
1373 |
{ |
1374 |
savepeak_code = "\\\n"
|
1375 |
" if(weight <=weights.a){}\\\n"
|
1376 |
" else if(weight >weights.r)\\\n"
|
1377 |
" {weights = vec4(weight, weights.rgb); Orientations = vec4(th, Orientations.rgb);}\\\n"
|
1378 |
" else if(weight >weights.g)\\\n"
|
1379 |
" {weights.gba = vec3(weight, weights.gb); Orientations.gba = vec3(th, Orientations.gb);}\\\n"
|
1380 |
" else if(weight >weights.b)\\\n"
|
1381 |
" {weights.ba = vec2(weight, weights.b); Orientations.ba = vec2(th, Orientations.b);}\\\n"
|
1382 |
" else {weights.a = weight; Orientations.a = th;}";
|
1383 |
} |
1384 |
|
1385 |
}else
|
1386 |
{ |
1387 |
out<<"\n"
|
1388 |
" float Orientation; ";
|
1389 |
testpeak_code ="\\\n"
|
1390 |
" if(npeaks<=0.0){\\\n"
|
1391 |
" test = equal(bins[i], maxh) ;";
|
1392 |
savepeak_code="\\\n"
|
1393 |
" npeaks++; \\\n"
|
1394 |
" Orientation = th;";
|
1395 |
|
1396 |
} |
1397 |
//find the peaks
|
1398 |
out <<"\n"
|
1399 |
" #define FINDPEAK(i, k)" <<testpeak_code<<"\\\n" |
1400 |
" if( any ( test) ) \\\n"
|
1401 |
" { \\\n"
|
1402 |
" if(test.r && bins[i].x > prevb && bins[i].x > bins[i].y ) \\\n"
|
1403 |
" { \\\n"
|
1404 |
" float di = -0.5 * (bins[i].y-prevb) / (bins[i].y+prevb-bins[i].x - bins[i].x) ; \\\n"
|
1405 |
" float th = (k+di+0.5); float weight = bins[i].x;"
|
1406 |
<<savepeak_code<<"\\\n"
|
1407 |
" }\\\n"
|
1408 |
" else if(test.g && all( greaterThan(bins[i].yy , bins[i].xz)) ) \\\n"
|
1409 |
" { \\\n"
|
1410 |
" float di = -0.5 * (bins[i].z-bins[i].x) / (bins[i].z+bins[i].x-bins[i].y- bins[i].y) ; \\\n"
|
1411 |
" float th = (k+di+1.5); float weight = bins[i].y; "
|
1412 |
<<savepeak_code<<" \\\n"
|
1413 |
" }\\\n"
|
1414 |
" if(test.b && all( greaterThan( bins[i].zz , bins[i].yw)) ) \\\n"
|
1415 |
" { \\\n"
|
1416 |
" float di = -0.5 * (bins[i].w-bins[i].y) / (bins[i].w+bins[i].y-bins[i].z- bins[i].z) ; \\\n"
|
1417 |
" float th = (k+di+2.5); float weight = bins[i].z; "
|
1418 |
<<savepeak_code<<" \\\n"
|
1419 |
" }\\\n"
|
1420 |
" else if(test.a && bins[i].w > bins[i].z && bins[i].w > bins[i+1].x ) \\\n"
|
1421 |
" { \\\n"
|
1422 |
" float di = -0.5 * (bins[i+1].x-bins[i].z) / (bins[i+1].x+bins[i].z-bins[i].w - bins[i].w) ; \\\n"
|
1423 |
" float th = (k+di+3.5); float weight = bins[i].w; "
|
1424 |
<<savepeak_code<<" \\\n"
|
1425 |
" }\\\n"
|
1426 |
" }}\\\n"
|
1427 |
" prevb = bins[i].w;";
|
1428 |
//the following loop will be unrolled anyway in fp40,
|
1429 |
//taking more than 1000 instrucsions..
|
1430 |
//....
|
1431 |
if(GlobalUtil::_IsNvidia)
|
1432 |
{ |
1433 |
out<<"\n"
|
1434 |
" vec4 hh = maxh * ORIENTATION_THRESHOLD; bvec4 test; \n"
|
1435 |
" bins[9] = bins[0]; \n"
|
1436 |
" float npeaks = 0.0, k = 0; \n"
|
1437 |
" float prevb = bins[8].w; \n"
|
1438 |
" for (int i = 0; i <9 ; i++) \n"
|
1439 |
" {\n"
|
1440 |
" FINDPEAK(i, k);\n"
|
1441 |
" k = k + 4.0; \n"
|
1442 |
" }";
|
1443 |
}else
|
1444 |
{ |
1445 |
//loop unroll for ATI.
|
1446 |
out <<"\n"
|
1447 |
" vec4 hh = maxh * ORIENTATION_THRESHOLD; bvec4 test;\n"
|
1448 |
" bins[9] = bins[0]; \n"
|
1449 |
" float npeaks = 0.0; \n"
|
1450 |
" float prevb = bins[8].w; \n"
|
1451 |
" FINDPEAK(0, 0.0);\n"
|
1452 |
" FINDPEAK(1, 4.0);\n"
|
1453 |
" FINDPEAK(2, 8.0);\n"
|
1454 |
" FINDPEAK(3, 12.0);\n"
|
1455 |
" FINDPEAK(4, 16.0);\n"
|
1456 |
" FINDPEAK(5, 20.0);\n"
|
1457 |
" FINDPEAK(6, 24.0);\n"
|
1458 |
" FINDPEAK(7, 28.0);\n"
|
1459 |
" FINDPEAK(8, 32.0);\n";
|
1460 |
} |
1461 |
//WRITE output
|
1462 |
if(GlobalUtil::_MaxOrientation>1) |
1463 |
{ |
1464 |
out<<"\n"
|
1465 |
" if(orientation_mode){\n"
|
1466 |
" npeaks = dot(vec4(1,1,"
|
1467 |
<<(GlobalUtil::_MaxOrientation>2 ? 1 : 0)<<"," |
1468 |
<<(GlobalUtil::_MaxOrientation >3? 1 : 0)<<"), vec4(greaterThan(weights, hh)));\n" |
1469 |
" gl_FragData[1] = radians((Orientations )*10.0);\n"
|
1470 |
" gl_FragData[0] = vec4(pos, npeaks, sigma);\n"
|
1471 |
" }else{\n"
|
1472 |
" gl_FragData[0] = vec4(pos, radians((Orientations.x)*10.0), sigma);\n"
|
1473 |
" }\n";
|
1474 |
}else
|
1475 |
{ |
1476 |
out<<"\n"
|
1477 |
" gl_FragData[0] = vec4(pos, radians((Orientation.x)*10.0), sigma);\n";
|
1478 |
} |
1479 |
//end
|
1480 |
out<<"\n"
|
1481 |
"}\n"<<'\0'; |
1482 |
|
1483 |
|
1484 |
} |
1485 |
|
1486 |
void ShaderBagGLSL::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step) |
1487 |
{ |
1488 |
glUniform1i(_param_orientation_gtex, 1);
|
1489 |
glUniform1f(_param_orientation_size, sigma); |
1490 |
} |
1491 |
|
1492 |
|
1493 |
|
1494 |
|
1495 |
void ShaderBagGLSL::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex, float step) |
1496 |
{ |
1497 |
///
|
1498 |
glUniform1i(_param_orientation_gtex, 1);
|
1499 |
|
1500 |
if((GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)&& stex)
|
1501 |
{ |
1502 |
//specify texutre for subpixel subscale localization
|
1503 |
glUniform1i(_param_orientation_stex, 2);
|
1504 |
} |
1505 |
|
1506 |
float size[4]; |
1507 |
size[0] = (float)width; |
1508 |
size[1] = (float)height; |
1509 |
size[2] = sigma;
|
1510 |
size[3] = step;
|
1511 |
glUniform4fv(_param_orientation_size, 1, size);
|
1512 |
|
1513 |
} |
1514 |
|
1515 |
|
1516 |
void ShaderBagGLSL::LoadDescriptorShaderF2()
|
1517 |
{ |
1518 |
//one shader outpout 128/8 = 16 , each fragout encodes 4
|
1519 |
//const double twopi = 2.0*3.14159265358979323846;
|
1520 |
//const double rpi = 8.0/twopi;
|
1521 |
char buffer[10240]; |
1522 |
ostrstream out(buffer, 10240);
|
1523 |
|
1524 |
out<<setprecision(8);
|
1525 |
|
1526 |
out<<"\n"
|
1527 |
"#define M_PI 3.14159265358979323846\n"
|
1528 |
"#define TWO_PI (2.0*M_PI)\n"
|
1529 |
"#define RPI 1.2732395447351626861510701069801\n"
|
1530 |
"#define WF size.z\n"
|
1531 |
"uniform sampler2DRect tex; \n"
|
1532 |
"uniform sampler2DRect gradTex; \n"
|
1533 |
"uniform vec4 dsize; \n"
|
1534 |
"uniform vec3 size; \n"
|
1535 |
"void main() \n"
|
1536 |
"{\n"
|
1537 |
" vec2 dim = size.xy; //image size \n"
|
1538 |
" float index = dsize.x*floor(gl_TexCoord[0].y * 0.5) + gl_TexCoord[0].x;\n"
|
1539 |
" float idx = 8.0 * fract(index * 0.125) + 8.0 * floor(2.0 * fract(gl_TexCoord[0].y * 0.5)); \n"
|
1540 |
" index = floor(index*0.125) + 0.49; \n"
|
1541 |
" vec2 coord = floor( vec2( mod(index, dsize.z), index*dsize.w)) + 0.5 ;\n"
|
1542 |
" vec2 pos = texture2DRect(tex, coord).xy; \n"
|
1543 |
" if(any(lessThanEqual(pos.xy, vec2(1.0))) || any(greaterThanEqual(pos.xy, dim-1.0)))// discard; \n"
|
1544 |
" { gl_FragData[0] = gl_FragData[1] = vec4(0.0); return; }\n"
|
1545 |
" float anglef = texture2DRect(tex, coord).z;\n"
|
1546 |
" if(anglef > M_PI) anglef -= TWO_PI;\n"
|
1547 |
" float sigma = texture2DRect(tex, coord).w; \n"
|
1548 |
" float spt = abs(sigma * WF); //default to be 3*sigma \n";
|
1549 |
|
1550 |
//rotation
|
1551 |
out<< |
1552 |
" vec4 cscs, rots; \n"
|
1553 |
" cscs.y = sin(anglef); cscs.x = cos(anglef); \n"
|
1554 |
" cscs.zw = - cscs.xy; \n"
|
1555 |
" rots = cscs /spt; \n"
|
1556 |
" cscs *= spt; \n";
|
1557 |
|
1558 |
//here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma
|
1559 |
//and rots is (cos, sin, -cos, -sin ) /(factor*sigma)
|
1560 |
//devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread
|
1561 |
//To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side
|
1562 |
|
1563 |
out<< |
1564 |
"vec4 temp; vec2 pt, offsetpt; \n"
|
1565 |
" /*the fraction part of idx is .5*/ \n"
|
1566 |
" offsetpt.x = 4.0* fract(idx*0.25) - 2.0; \n"
|
1567 |
" offsetpt.y = floor(idx*0.25) - 1.5; \n"
|
1568 |
" temp = cscs.xwyx*offsetpt.xyxy; \n"
|
1569 |
" pt = pos + temp.xz + temp.yw; \n";
|
1570 |
|
1571 |
//get a horizontal bounding box of the rotated rectangle
|
1572 |
out<< |
1573 |
" vec2 bwin = abs(cscs.xy); \n"
|
1574 |
" float bsz = bwin.x + bwin.y; \n"
|
1575 |
" vec4 sz; \n"
|
1576 |
" sz.xy = max(pt - vec2(bsz), vec2(1,1));\n"
|
1577 |
" sz.zw = min(pt + vec2(bsz), dim - 2); \n"
|
1578 |
" sz = floor(sz)+0.5;"; //move sample point to pixel center |
1579 |
//get voting for two box
|
1580 |
|
1581 |
out<<"\n"
|
1582 |
" vec4 DA, DB; vec2 spos; \n"
|
1583 |
" DA = DB = vec4(0, 0, 0, 0); \n"
|
1584 |
" for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n"
|
1585 |
" { \n"
|
1586 |
" for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n"
|
1587 |
" { \n"
|
1588 |
" vec2 diff = spos - pt; \n"
|
1589 |
" temp = rots.xywx * diff.xyxy;\n"
|
1590 |
" vec2 nxy = (temp.xz + temp.yw); \n"
|
1591 |
" vec2 nxyn = abs(nxy); \n"
|
1592 |
" if(all( lessThan(nxyn, vec2(1.0)) ))\n"
|
1593 |
" {\n"
|
1594 |
" vec4 cc = texture2DRect(gradTex, spos); \n"
|
1595 |
" float mod = cc.b; float angle = cc.a; \n"
|
1596 |
" float theta0 = RPI * (anglef - angle); \n"
|
1597 |
" float theta = theta0 < 0.0? theta0 + 8.0 : theta0;;\n"
|
1598 |
" diff = nxy + offsetpt.xy; \n"
|
1599 |
" float ww = exp(-0.125*dot(diff, diff));\n"
|
1600 |
" vec2 weights = 1 - nxyn;\n"
|
1601 |
" float weight = weights.x * weights.y *mod*ww; \n"
|
1602 |
" float theta1 = floor(theta); \n"
|
1603 |
" float weight2 = (theta - theta1) * weight;\n"
|
1604 |
" float weight1 = weight - weight2;\n"
|
1605 |
" DA += vec4(equal(vec4(theta1), vec4(0, 1, 2, 3)))*weight1;\n"
|
1606 |
" DA += vec4(equal(vec4(theta1), vec4(7, 0, 1, 2)))*weight2; \n"
|
1607 |
" DB += vec4(equal(vec4(theta1), vec4(4, 5, 6, 7)))*weight1;\n"
|
1608 |
" DB += vec4(equal(vec4(theta1), vec4(3, 4, 5, 6)))*weight2; \n"
|
1609 |
" }\n"
|
1610 |
" }\n"
|
1611 |
" }\n";
|
1612 |
|
1613 |
out<< |
1614 |
" gl_FragData[0] = DA; gl_FragData[1] = DB;\n"
|
1615 |
"}\n"<<'\0'; |
1616 |
|
1617 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
1618 |
|
1619 |
if(program->IsNative())
|
1620 |
{ |
1621 |
s_descriptor_fp = program ; |
1622 |
_param_descriptor_gtex = glGetUniformLocation(*program, "gradTex");
|
1623 |
_param_descriptor_size = glGetUniformLocation(*program, "size");
|
1624 |
_param_descriptor_dsize = glGetUniformLocation(*program, "dsize");
|
1625 |
}else
|
1626 |
{ |
1627 |
delete program;
|
1628 |
} |
1629 |
|
1630 |
|
1631 |
} |
1632 |
|
1633 |
void ShaderBagGLSL::LoadDescriptorShader()
|
1634 |
{ |
1635 |
GlobalUtil::_DescriptorPPT = 16;
|
1636 |
LoadDescriptorShaderF2(); |
1637 |
} |
1638 |
|
1639 |
|
1640 |
void ShaderBagGLSL::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma) |
1641 |
{ |
1642 |
///
|
1643 |
glUniform1i(_param_descriptor_gtex, 1);
|
1644 |
|
1645 |
float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; |
1646 |
glUniform4fv(_param_descriptor_dsize, 1, dsize);
|
1647 |
float size[3]; |
1648 |
size[0] = width;
|
1649 |
size[1] = height;
|
1650 |
size[2] = GlobalUtil::_DescriptorWindowFactor;
|
1651 |
glUniform3fv(_param_descriptor_size, 1, size);
|
1652 |
|
1653 |
} |
1654 |
|
1655 |
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
1656 |
|
1657 |
void ShaderBagPKSL::LoadFixedShaders()
|
1658 |
{ |
1659 |
ProgramGLSL * program; |
1660 |
|
1661 |
|
1662 |
s_gray = new ProgramGLSL(
|
1663 |
"uniform sampler2DRect tex; void main(){\n"
|
1664 |
"float intensity = dot(vec3(0.299, 0.587, 0.114), texture2DRect(tex,gl_TexCoord[0].xy ).rgb);\n"
|
1665 |
"gl_FragColor= vec4(intensity, intensity, intensity, 1.0);}" );
|
1666 |
|
1667 |
|
1668 |
s_sampling = new ProgramGLSL(
|
1669 |
"uniform sampler2DRect tex; void main(){\n"
|
1670 |
"gl_FragColor= vec4( texture2DRect(tex,gl_TexCoord[0].st ).r,texture2DRect(tex,gl_TexCoord[1].st ).r,\n"
|
1671 |
" texture2DRect(tex,gl_TexCoord[2].st ).r,texture2DRect(tex,gl_TexCoord[3].st ).r);}" );
|
1672 |
|
1673 |
|
1674 |
s_margin_copy = program = new ProgramGLSL(
|
1675 |
"uniform sampler2DRect tex; uniform vec4 truncate; void main(){\n"
|
1676 |
"vec4 cc = texture2DRect(tex, min(gl_TexCoord[0].xy, truncate.xy)); \n"
|
1677 |
"bvec2 ob = lessThan(gl_TexCoord[0].xy, truncate.xy);\n"
|
1678 |
"if(ob.y) { gl_FragColor = (truncate.z ==0 ? cc.rrbb : cc.ggaa); } \n"
|
1679 |
"else if(ob.x) {gl_FragColor = (truncate.w <1.5 ? cc.rgrg : cc.baba);} \n"
|
1680 |
"else { vec4 weights = vec4(vec4(0, 1, 2, 3) == truncate.w);\n"
|
1681 |
"float v = dot(weights, cc); gl_FragColor = vec4(v);}}");
|
1682 |
|
1683 |
_param_margin_copy_truncate = glGetUniformLocation(*program, "truncate");
|
1684 |
|
1685 |
|
1686 |
|
1687 |
s_zero_pass = new ProgramGLSL("void main(){gl_FragColor = vec4(0.0);}"); |
1688 |
|
1689 |
|
1690 |
|
1691 |
s_grad_pass = program = new ProgramGLSL(
|
1692 |
"uniform sampler2DRect tex; uniform sampler2DRect texp; void main ()\n"
|
1693 |
"{\n"
|
1694 |
" vec4 v1, v2, gg;\n"
|
1695 |
" vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n"
|
1696 |
" vec4 cp = texture2DRect(texp, gl_TexCoord[0].xy);\n"
|
1697 |
" gl_FragData[0] = cc - cp; \n"
|
1698 |
" vec4 cl = texture2DRect(tex, gl_TexCoord[1].xy); vec4 cr = texture2DRect(tex, gl_TexCoord[2].xy);\n"
|
1699 |
" vec4 cd = texture2DRect(tex, gl_TexCoord[3].xy); vec4 cu = texture2DRect(tex, gl_TexCoord[4].xy);\n"
|
1700 |
" vec4 dx = (vec4(cr.rb, cc.ga) - vec4(cc.rb, cl.ga)).zxwy;\n"
|
1701 |
" vec4 dy = (vec4(cu.rg, cc.ba) - vec4(cc.rg, cd.ba)).zwxy;\n"
|
1702 |
" vec4 grad = 0.5 * sqrt(dx*dx + dy * dy);\n"
|
1703 |
" gl_FragData[1] = grad;\n"
|
1704 |
" vec4 invalid = vec4(equal(grad, vec4(0.0))); \n"
|
1705 |
" vec4 ov = atan(dy, dx + invalid); \n"
|
1706 |
" gl_FragData[2] = ov; \n"
|
1707 |
"}\n\0"); //when |
1708 |
|
1709 |
_param_grad_pass_texp = glGetUniformLocation(*program, "texp");
|
1710 |
|
1711 |
|
1712 |
GlobalUtil::_OrientationPack2 = 0;
|
1713 |
LoadOrientationShader(); |
1714 |
|
1715 |
if(s_orientation == NULL) |
1716 |
{ |
1717 |
//Load a simplified version if the right version is not supported
|
1718 |
s_orientation = program = new ProgramGLSL(
|
1719 |
"uniform sampler2DRect fTex; uniform sampler2DRect oTex; uniform vec2 size; void main(){\n"
|
1720 |
" vec4 cc = texture2DRect(fTex, gl_TexCoord[0].xy);\n"
|
1721 |
" vec2 co = cc.xy * 0.5; \n"
|
1722 |
" vec4 oo = texture2DRect(oTex, co);\n"
|
1723 |
" bvec2 bo = lessThan(fract(co), vec2(0.5)); \n"
|
1724 |
" float o = bo.y? (bo.x? oo.r : oo.g) : (bo.x? oo.b : oo.a); \n"
|
1725 |
" gl_FragColor = vec4(cc.rg, o, size.x * pow(size.y, cc.a));}");
|
1726 |
_param_orientation_gtex= glGetUniformLocation(*program, "oTex");
|
1727 |
_param_orientation_size= glGetUniformLocation(*program, "size");
|
1728 |
|
1729 |
GlobalUtil::_MaxOrientation = 0;
|
1730 |
GlobalUtil::_FullSupported = 0;
|
1731 |
std::cerr<<"Orientation simplified on this hardware"<<endl;
|
1732 |
} |
1733 |
|
1734 |
if(GlobalUtil::_DescriptorPPT)
|
1735 |
{ |
1736 |
LoadDescriptorShader(); |
1737 |
if(s_descriptor_fp == NULL) |
1738 |
{ |
1739 |
GlobalUtil::_DescriptorPPT = GlobalUtil::_FullSupported = 0;
|
1740 |
std::cerr<<"Descriptor ignored on this hardware"<<endl;
|
1741 |
} |
1742 |
} |
1743 |
} |
1744 |
|
1745 |
|
1746 |
void ShaderBagPKSL::LoadDisplayShaders()
|
1747 |
{ |
1748 |
ProgramGLSL * program; |
1749 |
|
1750 |
s_copy_key = new ProgramGLSL(
|
1751 |
"uniform sampler2DRect tex;void main(){\n"
|
1752 |
"gl_FragColor= vec4(texture2DRect(tex, gl_TexCoord[0].xy).rg, 0,1);}");
|
1753 |
|
1754 |
//shader used to write a vertex buffer object
|
1755 |
//which is used to draw the quads of each feature
|
1756 |
s_vertex_list = program = new ProgramGLSL(
|
1757 |
"uniform sampler2DRect tex; uniform vec4 sizes; void main(){\n"
|
1758 |
"float fwidth = sizes.y; \n"
|
1759 |
"float twidth = sizes.z; \n"
|
1760 |
"float rwidth = sizes.w; \n"
|
1761 |
"float index = 0.1*(fwidth*floor(gl_TexCoord[0].y) + gl_TexCoord[0].x);\n"
|
1762 |
"float px = mod(index, twidth);\n"
|
1763 |
"vec2 tpos= floor(vec2(px, index*rwidth))+0.5;\n"
|
1764 |
"vec4 cc = texture2DRect(tex, tpos );\n"
|
1765 |
"float size = 3.0f * cc.a; \n"
|
1766 |
"gl_FragColor.zw = vec2(0.0, 1.0);\n"
|
1767 |
"if(any(lessThan(cc.xy,vec2(0.0)))) {gl_FragColor.xy = cc.xy;}else \n"
|
1768 |
"{\n"
|
1769 |
" float type = fract(px);\n"
|
1770 |
" vec2 dxy; float s, c;\n"
|
1771 |
" dxy.x = type < 0.1 ? 0.0 : ((type <0.5 || type > 0.9)? size : -size);\n"
|
1772 |
" dxy.y = type < 0.2 ? 0.0 : ((type < 0.3 || type > 0.7 )? -size :size); \n"
|
1773 |
" s = sin(cc.b); c = cos(cc.b); \n"
|
1774 |
" gl_FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n"
|
1775 |
" gl_FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n"
|
1776 |
"}\n\0");
|
1777 |
/*gl_FragColor = vec4(tpos, 0.0, 1.0);}\n\0");*/
|
1778 |
|
1779 |
_param_genvbo_size = glGetUniformLocation(*program, "sizes");
|
1780 |
|
1781 |
s_display_gaussian = new ProgramGLSL(
|
1782 |
"uniform sampler2DRect tex; void main(){\n"
|
1783 |
"vec4 pc = texture2DRect(tex, gl_TexCoord[0].xy); bvec2 ff = lessThan(fract(gl_TexCoord[0].xy), vec2(0.5));\n"
|
1784 |
"float v = ff.y?(ff.x? pc.r : pc.g):(ff.x?pc.b:pc.a); gl_FragColor = vec4(vec3(v), 1.0);}");
|
1785 |
|
1786 |
s_display_dog = new ProgramGLSL(
|
1787 |
"uniform sampler2DRect tex; void main(){\n"
|
1788 |
"vec4 pc = texture2DRect(tex, gl_TexCoord[0].xy); bvec2 ff = lessThan(fract(gl_TexCoord[0].xy), vec2(0.5));\n"
|
1789 |
"float v = ff.y ?(ff.x ? pc.r : pc.g):(ff.x ? pc.b : pc.a);float g = (0.5+20.0*v);\n"
|
1790 |
"gl_FragColor = vec4(g, g, g, 1.0);}" );
|
1791 |
|
1792 |
|
1793 |
s_display_grad = new ProgramGLSL(
|
1794 |
"uniform sampler2DRect tex; void main(){\n"
|
1795 |
"vec4 pc = texture2DRect(tex, gl_TexCoord[0].xy); bvec2 ff = lessThan(fract(gl_TexCoord[0].xy), vec2(0.5));\n"
|
1796 |
"float v = ff.y ?(ff.x ? pc.r : pc.g):(ff.x ? pc.b : pc.a); gl_FragColor = vec4(5.0 *vec3(v), 1.0); }");
|
1797 |
|
1798 |
s_display_keys= new ProgramGLSL(
|
1799 |
"uniform sampler2DRect tex; void main(){\n"
|
1800 |
"vec4 oc = texture2DRect(tex, gl_TexCoord[0].xy); \n"
|
1801 |
"vec4 cc = vec4(equal(abs(oc.rrrr), vec4(1.0, 2.0, 3.0, 4.0))); \n"
|
1802 |
"bvec2 ff = lessThan(fract(gl_TexCoord[0].xy) , vec2(0.5));\n"
|
1803 |
"float v = ff.y ?(ff.x ? cc.r : cc.g):(ff.x ? cc.b : cc.a);\n"
|
1804 |
"if(v == 0) discard; \n"
|
1805 |
"else if(oc.r > 0) gl_FragColor = vec4(1.0, 0, 0,1.0); \n"
|
1806 |
"else gl_FragColor = vec4(0.0,1.0,0.0,1.0); }" );
|
1807 |
} |
1808 |
|
1809 |
void ShaderBagPKSL::LoadOrientationShader(void) |
1810 |
{ |
1811 |
char buffer[10240]; |
1812 |
ostrstream out(buffer,10240);
|
1813 |
if(GlobalUtil::_IsNvidia)
|
1814 |
{ |
1815 |
out << "#pragma optionNV(ifcvt none)\n"
|
1816 |
"#pragma optionNV(unroll all)\n";
|
1817 |
} |
1818 |
out<<"\n"
|
1819 |
"#define GAUSSIAN_WF "<<GlobalUtil::_OrientationGaussianFactor<<" \n" |
1820 |
"#define SAMPLE_WF ("<<GlobalUtil::_OrientationWindowFactor<< " )\n" |
1821 |
"#define ORIENTATION_THRESHOLD "<< GlobalUtil::_MulitiOrientationThreshold << "\n" |
1822 |
"uniform sampler2DRect tex; uniform sampler2DRect gtex;\n"
|
1823 |
"uniform sampler2DRect otex; uniform vec4 size;\n"
|
1824 |
"void main() \n"
|
1825 |
"{ \n"
|
1826 |
" vec4 bins[10]; \n"
|
1827 |
" bins[0] = vec4(0.0);bins[1] = vec4(0.0);bins[2] = vec4(0.0); \n"
|
1828 |
" bins[3] = vec4(0.0);bins[4] = vec4(0.0);bins[5] = vec4(0.0); \n"
|
1829 |
" bins[6] = vec4(0.0);bins[7] = vec4(0.0);bins[8] = vec4(0.0); \n"
|
1830 |
" vec4 sift = texture2DRect(tex, gl_TexCoord[0].xy); \n"
|
1831 |
" vec2 pos = sift.xy; \n"
|
1832 |
" bool orientation_mode = (size.z != 0); \n"
|
1833 |
" float sigma = orientation_mode? (abs(size.z) * pow(size.w, sift.w) * sift.z) : (sift.w); \n"
|
1834 |
" //bool fixed_orientation = (size.z < 0); \n"
|
1835 |
" if(size.z < 0) {gl_FragData[0] = vec4(pos, 0, sigma); return;}"
|
1836 |
" float gsigma = sigma * GAUSSIAN_WF; \n"
|
1837 |
" vec2 win = abs(vec2(sigma)) * (SAMPLE_WF * GAUSSIAN_WF); \n"
|
1838 |
" vec2 dim = size.xy; \n"
|
1839 |
" vec4 dist_threshold = vec4(win.x*win.x+0.5); \n"
|
1840 |
" float factor = -0.5/(gsigma*gsigma); \n"
|
1841 |
" vec4 sz; vec2 spos; \n"
|
1842 |
" //if(any(pos.xy <= 1)) discard; \n"
|
1843 |
" sz.xy = max( pos - win, vec2(2,2)); \n"
|
1844 |
" sz.zw = min( pos + win, dim-3); \n"
|
1845 |
" sz = floor(sz*0.5) + 0.5; ";
|
1846 |
//loop to get the histogram
|
1847 |
|
1848 |
out<<"\n"
|
1849 |
" for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n"
|
1850 |
" { \n"
|
1851 |
" for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n"
|
1852 |
" { \n"
|
1853 |
" vec2 offset = 2* spos - pos - 0.5; \n"
|
1854 |
" vec4 off = vec4(offset, offset + 1); \n"
|
1855 |
" vec4 distsq = off.xzxz * off.xzxz + off.yyww * off.yyww; \n"
|
1856 |
" bvec4 inside = lessThan(distsq, dist_threshold); \n"
|
1857 |
" if(any(inside)) \n"
|
1858 |
" { \n"
|
1859 |
" vec4 gg = texture2DRect(gtex, spos); \n"
|
1860 |
" vec4 oo = texture2DRect(otex, spos); \n"
|
1861 |
" vec4 weight = gg * exp(distsq * factor); \n"
|
1862 |
" vec4 idxv = floor(degrees(oo)*0.1); \n"
|
1863 |
" idxv+= (vec4(lessThan(idxv, vec4(0.0)))*36.0); \n"
|
1864 |
" vec4 vidx = fract(idxv * 0.25) * 4.0;//mod(idxv, 4.0); \n";
|
1865 |
//
|
1866 |
if(GlobalUtil::_UseDynamicIndexing && GlobalUtil::_IsNvidia)
|
1867 |
{ |
1868 |
// it might be slow on some GPUs
|
1869 |
out<<"\n"
|
1870 |
" for(int i = 0 ; i < 4; i++)\n"
|
1871 |
" {\n"
|
1872 |
" if(inside[i])\n"
|
1873 |
" {\n"
|
1874 |
" float idx = idxv[i]; \n"
|
1875 |
" vec4 inc = weight[i] * vec4(equal(vec4(vidx[i]), vec4(0,1,2,3))); \n"
|
1876 |
" int iidx = int(floor(idx*0.25)); \n"
|
1877 |
" bins[iidx]+=inc; \n"
|
1878 |
" } \n"
|
1879 |
" } \n"
|
1880 |
" } \n"
|
1881 |
" } \n"
|
1882 |
" }";
|
1883 |
|
1884 |
}else
|
1885 |
{ |
1886 |
//nvfp40 still does not support dynamic array indexing
|
1887 |
//unrolled binary search
|
1888 |
//it seems to be faster than the dyanmic indexing version on some GPUs
|
1889 |
out<<"\n"
|
1890 |
" for(int i = 0 ; i < 4; i++)\n"
|
1891 |
" {\n"
|
1892 |
" if(inside[i])\n"
|
1893 |
" {\n"
|
1894 |
" float idx = idxv[i]; \n"
|
1895 |
" vec4 inc = weight[i] * vec4(equal(vec4(vidx[i]), vec4(0,1,2,3))); \n"
|
1896 |
" if(idx < 16) \n"
|
1897 |
" { \n"
|
1898 |
" if(idx < 8) \n"
|
1899 |
" { \n"
|
1900 |
" if(idx < 4) { bins[0]+=inc;} \n"
|
1901 |
" else { bins[1]+=inc;} \n"
|
1902 |
" }else \n"
|
1903 |
" { \n"
|
1904 |
" if(idx < 12){ bins[2]+=inc;} \n"
|
1905 |
" else { bins[3]+=inc;} \n"
|
1906 |
" } \n"
|
1907 |
" }else if(idx < 32) \n"
|
1908 |
" { \n"
|
1909 |
" if(idx < 24) \n"
|
1910 |
" { \n"
|
1911 |
" if(idx <20) { bins[4]+=inc;} \n"
|
1912 |
" else { bins[5]+=inc;} \n"
|
1913 |
" }else \n"
|
1914 |
" { \n"
|
1915 |
" if(idx < 28){ bins[6]+=inc;} \n"
|
1916 |
" else { bins[7]+=inc;} \n"
|
1917 |
" } \n"
|
1918 |
" }else \n"
|
1919 |
" { \n"
|
1920 |
" bins[8]+=inc; \n"
|
1921 |
" } \n"
|
1922 |
" } \n"
|
1923 |
" } \n"
|
1924 |
" } \n"
|
1925 |
" } \n"
|
1926 |
" }";
|
1927 |
|
1928 |
} |
1929 |
|
1930 |
//reuse the code from the unpacked version..
|
1931 |
ShaderBagGLSL::WriteOrientationCodeToStream(out); |
1932 |
|
1933 |
|
1934 |
|
1935 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
1936 |
if(program->IsNative())
|
1937 |
{ |
1938 |
s_orientation = program ; |
1939 |
_param_orientation_gtex = glGetUniformLocation(*program, "gtex");
|
1940 |
_param_orientation_otex = glGetUniformLocation(*program, "otex");
|
1941 |
_param_orientation_size = glGetUniformLocation(*program, "size");
|
1942 |
}else
|
1943 |
{ |
1944 |
delete program;
|
1945 |
} |
1946 |
} |
1947 |
|
1948 |
void ShaderBagPKSL::SetGenListStartParam(float width, int tex0) |
1949 |
{ |
1950 |
glUniform1f(_param_ftex_width, width); |
1951 |
} |
1952 |
|
1953 |
void ShaderBagPKSL::LoadGenListShader(int ndoglev,int nlev) |
1954 |
{ |
1955 |
ProgramGLSL * program; |
1956 |
|
1957 |
s_genlist_init_tight = new ProgramGLSL(
|
1958 |
"uniform sampler2DRect tex; void main ()\n"
|
1959 |
"{\n"
|
1960 |
" vec4 key = vec4(texture2DRect(tex, gl_TexCoord[0].xy).r, \n"
|
1961 |
" texture2DRect(tex, gl_TexCoord[1].xy).r, \n"
|
1962 |
" texture2DRect(tex, gl_TexCoord[2].xy).r, \n"
|
1963 |
" texture2DRect(tex, gl_TexCoord[3].xy).r); \n"
|
1964 |
" gl_FragColor = vec4(notEqual(key, vec4(0.0))); \n"
|
1965 |
"}");
|
1966 |
|
1967 |
s_genlist_init_ex = program = new ProgramGLSL(
|
1968 |
"uniform sampler2DRect tex; uniform vec4 bbox; void main ()\n"
|
1969 |
"{\n"
|
1970 |
" vec4 helper1 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[0].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n"
|
1971 |
" vec4 helper2 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[1].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n"
|
1972 |
" vec4 helper3 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[2].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n"
|
1973 |
" vec4 helper4 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[3].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n"
|
1974 |
" vec4 bx1 = vec4(lessThan(gl_TexCoord[0].xxyy, bbox)); \n"
|
1975 |
" vec4 bx4 = vec4(lessThan(gl_TexCoord[3].xxyy, bbox)); \n"
|
1976 |
" vec4 bx2 = vec4(bx4.xy, bx1.zw); \n"
|
1977 |
" vec4 bx3 = vec4(bx1.xy, bx4.zw);\n"
|
1978 |
" helper1 = min(min(bx1.xyxy, bx1.zzww), helper1);\n"
|
1979 |
" helper2 = min(min(bx2.xyxy, bx2.zzww), helper2);\n"
|
1980 |
" helper3 = min(min(bx3.xyxy, bx3.zzww), helper3);\n"
|
1981 |
" helper4 = min(min(bx4.xyxy, bx4.zzww), helper4);\n"
|
1982 |
" gl_FragColor.r = float(any(greaterThan(max(helper1.xy, helper1.zw), vec2(0.0)))); \n"
|
1983 |
" gl_FragColor.g = float(any(greaterThan(max(helper2.xy, helper2.zw), vec2(0.0)))); \n"
|
1984 |
" gl_FragColor.b = float(any(greaterThan(max(helper3.xy, helper3.zw), vec2(0.0)))); \n"
|
1985 |
" gl_FragColor.a = float(any(greaterThan(max(helper4.xy, helper4.zw), vec2(0.0)))); \n"
|
1986 |
"}");
|
1987 |
_param_genlist_init_bbox = glGetUniformLocation( *program, "bbox");
|
1988 |
|
1989 |
s_genlist_end = program = new ProgramGLSL(
|
1990 |
GlobalUtil::_KeepExtremumSign == 0 ?
|
1991 |
|
1992 |
"uniform sampler2DRect tex; uniform sampler2DRect ktex; void main()\n"
|
1993 |
"{\n"
|
1994 |
" vec4 tc = texture2DRect( tex, gl_TexCoord[0].xy);\n"
|
1995 |
" vec2 pos = tc.rg; float index = tc.b;\n"
|
1996 |
" vec4 tk = texture2DRect( ktex, pos); \n"
|
1997 |
" vec4 keys = vec4(equal(abs(tk.rrrr), vec4(1.0, 2.0, 3.0, 4.0))); \n"
|
1998 |
" vec2 opos; \n"
|
1999 |
" opos.x = dot(keys, vec4(-0.5, 0.5, -0.5, 0.5));\n"
|
2000 |
" opos.y = dot(keys, vec4(-0.5, -0.5, 0.5, 0.5));\n"
|
2001 |
" gl_FragColor = vec4(opos + pos * 2.0 + tk.yz, 1.0, tk.w);\n"
|
2002 |
"}" :
|
2003 |
|
2004 |
"uniform sampler2DRect tex; uniform sampler2DRect ktex; void main()\n"
|
2005 |
"{\n"
|
2006 |
" vec4 tc = texture2DRect( tex, gl_TexCoord[0].xy);\n"
|
2007 |
" vec2 pos = tc.rg; float index = tc.b;\n"
|
2008 |
" vec4 tk = texture2DRect( ktex, pos); \n"
|
2009 |
" vec4 keys = vec4(equal(abs(tk.rrrr), vec4(1.0, 2.0, 3.0, 4.0))) \n"
|
2010 |
" vec2 opos; \n"
|
2011 |
" opos.x = dot(keys, vec4(-0.5, 0.5, -0.5, 0.5));\n"
|
2012 |
" opos.y = dot(keys, vec4(-0.5, -0.5, 0.5, 0.5));\n"
|
2013 |
" gl_FragColor = vec4(opos + pos * 2.0 + tk.yz, sign(tk.r), tk.w);\n"
|
2014 |
"}"
|
2015 |
); |
2016 |
_param_genlist_end_ktex = glGetUniformLocation(*program, "ktex");
|
2017 |
|
2018 |
//reduction ...
|
2019 |
s_genlist_histo = new ProgramGLSL(
|
2020 |
"uniform sampler2DRect tex; void main ()\n"
|
2021 |
"{\n"
|
2022 |
" vec4 helper; vec4 helper2; \n"
|
2023 |
" helper = texture2DRect(tex, gl_TexCoord[0].xy); helper2.xy = helper.xy + helper.zw; \n"
|
2024 |
" helper = texture2DRect(tex, gl_TexCoord[1].xy); helper2.zw = helper.xy + helper.zw; \n"
|
2025 |
" gl_FragColor.rg = helper2.xz + helper2.yw;\n"
|
2026 |
" helper = texture2DRect(tex, gl_TexCoord[2].xy); helper2.xy = helper.xy + helper.zw; \n"
|
2027 |
" helper = texture2DRect(tex, gl_TexCoord[3].xy); helper2.zw = helper.xy + helper.zw; \n"
|
2028 |
" gl_FragColor.ba= helper2.xz+helper2.yw;\n"
|
2029 |
"}");
|
2030 |
|
2031 |
|
2032 |
//read of the first part, which generates tex coordinates
|
2033 |
|
2034 |
s_genlist_start= program = ShaderBagGLSL::LoadGenListStepShader(1, 1); |
2035 |
_param_ftex_width= glGetUniformLocation(*program, "width");
|
2036 |
_param_genlist_start_tex0 = glGetUniformLocation(*program, "tex0");
|
2037 |
//stepping
|
2038 |
s_genlist_step = program = ShaderBagGLSL::LoadGenListStepShader(0, 1); |
2039 |
_param_genlist_step_tex= glGetUniformLocation(*program, "tex");
|
2040 |
_param_genlist_step_tex0= glGetUniformLocation(*program, "tex0");
|
2041 |
|
2042 |
} |
2043 |
void ShaderBagPKSL::UnloadProgram(void) |
2044 |
{ |
2045 |
glUseProgram(0);
|
2046 |
} |
2047 |
void ShaderBagPKSL::LoadKeypointShader(float dog_threshold, float edge_threshold) |
2048 |
{ |
2049 |
//
|
2050 |
char buffer[10240]; |
2051 |
float threshold0 = dog_threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f); |
2052 |
float threshold1 = dog_threshold;
|
2053 |
float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold; |
2054 |
ostrstream out(buffer, 10240);
|
2055 |
out<<setprecision(8);
|
2056 |
|
2057 |
if(GlobalUtil::_IsNvidia)
|
2058 |
{ |
2059 |
out << "#pragma optionNV(ifcvt none)\n"
|
2060 |
"#pragma optionNV(unroll all)\n"
|
2061 |
"#define REPEAT4(FUNCTION)\\\n"
|
2062 |
"for(int i = 0; i < 4; ++i)\\\n"
|
2063 |
"{\\\n"
|
2064 |
" FUNCTION(i);\\\n"
|
2065 |
"}\n";
|
2066 |
}else
|
2067 |
{ |
2068 |
//loop unroll
|
2069 |
out << "#define REPEAT4(FUNCTION)\\\n"
|
2070 |
"FUNCTION(0);\\\n"
|
2071 |
"FUNCTION(1);\\\n"
|
2072 |
"FUNCTION(2);\\\n"
|
2073 |
"FUNCTION(3);\n";
|
2074 |
} |
2075 |
//tex(X)(Y)
|
2076 |
//X: (CLR) (CENTER 0, LEFT -1, RIGHT +1)
|
2077 |
//Y: (CDU) (CENTER 0, DOWN -1, UP +1)
|
2078 |
out << "#define THRESHOLD0 " << threshold0 << "\n" |
2079 |
"#define THRESHOLD1 " << threshold1 << "\n" |
2080 |
"#define THRESHOLD2 " << threshold2 << "\n"; |
2081 |
|
2082 |
out<< |
2083 |
"uniform sampler2DRect tex; uniform sampler2DRect texU;\n"
|
2084 |
"uniform sampler2DRect texD; void main ()\n"
|
2085 |
"{\n"
|
2086 |
" vec2 TexRU = vec2(gl_TexCoord[2].x, gl_TexCoord[4].y); \n"
|
2087 |
" vec4 ccc = texture2DRect(tex, gl_TexCoord[0].xy);\n"
|
2088 |
" vec4 clc = texture2DRect(tex, gl_TexCoord[1].xy);\n"
|
2089 |
" vec4 crc = texture2DRect(tex, gl_TexCoord[2].xy);\n"
|
2090 |
" vec4 ccd = texture2DRect(tex, gl_TexCoord[3].xy);\n"
|
2091 |
" vec4 ccu = texture2DRect(tex, gl_TexCoord[4].xy);\n"
|
2092 |
" vec4 cld = texture2DRect(tex, gl_TexCoord[5].xy);\n"
|
2093 |
" vec4 clu = texture2DRect(tex, gl_TexCoord[6].xy);\n"
|
2094 |
" vec4 crd = texture2DRect(tex, gl_TexCoord[7].xy);\n"
|
2095 |
" vec4 cru = texture2DRect(tex, TexRU.xy);\n"
|
2096 |
" vec4 cc = ccc;\n"
|
2097 |
" vec4 v1[4], v2[4];\n"
|
2098 |
" v1[0] = vec4(clc.g, ccc.g, ccd.b, ccc.b);\n"
|
2099 |
" v1[1] = vec4(ccc.r, crc.r, ccd.a, ccc.a);\n"
|
2100 |
" v1[2] = vec4(clc.a, ccc.a, ccc.r, ccu.r);\n"
|
2101 |
" v1[3] = vec4(ccc.b, crc.b, ccc.g, ccu.g);\n"
|
2102 |
" v2[0] = vec4(cld.a, clc.a, ccd.a, ccc.a);\n"
|
2103 |
" v2[1] = vec4(ccd.b, ccc.b, crd.b, crc.b);\n"
|
2104 |
" v2[2] = vec4(clc.g, clu.g, ccc.g, ccu.g);\n"
|
2105 |
" v2[3] = vec4(ccc.r, ccu.r, crc.r, cru.r);\n"
|
2106 |
|
2107 |
//test against 8 neighbours
|
2108 |
//use variable to identify type of extremum
|
2109 |
//1.0 for local maximum and -1.0 for minimum
|
2110 |
<< |
2111 |
" vec4 key = vec4(0.0); \n"
|
2112 |
" #define KEYTEST_STEP0(i) \\\n"
|
2113 |
" {\\\n"
|
2114 |
" bvec4 test1 = greaterThan(vec4(cc[i]), max(v1[i], v2[i])), test2 = lessThan(vec4(cc[i]), min(v1[i], v2[i]));\\\n"
|
2115 |
" key[i] = cc[i] > THRESHOLD0 && all(test1)?1.0: 0.0;\\\n"
|
2116 |
" key[i] = cc[i] < -THRESHOLD0 && all(test2)? -1.0: key[i];\\\n"
|
2117 |
" }\n"
|
2118 |
" REPEAT4(KEYTEST_STEP0);\n"
|
2119 |
" if(gl_TexCoord[0].x < 1.0) {key.rb = vec2(0.0);}\n"
|
2120 |
" if(gl_TexCoord[0].y < 1.0) {key.rg = vec2(0.0);}\n"
|
2121 |
" gl_FragColor = vec4(0.0);\n"
|
2122 |
" if(any(notEqual(key, vec4(0.0)))) {\n";
|
2123 |
|
2124 |
//do edge supression first..
|
2125 |
//vector v1 is < (-1, 0), (1, 0), (0,-1), (0, 1)>
|
2126 |
//vector v2 is < (-1,-1), (-1,1), (1,-1), (1, 1)>
|
2127 |
|
2128 |
out<< |
2129 |
" float fxx[4], fyy[4], fxy[4], fx[4], fy[4];\n"
|
2130 |
" #define EDGE_SUPPRESION(i) \\\n"
|
2131 |
" if(key[i] != 0)\\\n"
|
2132 |
" {\\\n"
|
2133 |
" vec4 D2 = v1[i].xyzw - cc[i];\\\n"
|
2134 |
" vec2 D4 = v2[i].xw - v2[i].yz;\\\n"
|
2135 |
" vec2 D5 = 0.5*(v1[i].yw-v1[i].xz); \\\n"
|
2136 |
" fx[i] = D5.x; fy[i] = D5.y ;\\\n"
|
2137 |
" fxx[i] = D2.x + D2.y;\\\n"
|
2138 |
" fyy[i] = D2.z + D2.w;\\\n"
|
2139 |
" fxy[i] = 0.25*(D4.x + D4.y);\\\n"
|
2140 |
" float fxx_plus_fyy = fxx[i] + fyy[i];\\\n"
|
2141 |
" float score_up = fxx_plus_fyy*fxx_plus_fyy; \\\n"
|
2142 |
" float score_down = (fxx[i]*fyy[i] - fxy[i]*fxy[i]);\\\n"
|
2143 |
" if( score_down <= 0 || score_up > THRESHOLD2 * score_down)key[i] = 0;\\\n"
|
2144 |
" }\n"
|
2145 |
" REPEAT4(EDGE_SUPPRESION);\n"
|
2146 |
" if(any(notEqual(key, vec4(0.0)))) {\n";
|
2147 |
|
2148 |
////////////////////////////////////////////////
|
2149 |
//read 9 pixels of upper/lower level
|
2150 |
out<< |
2151 |
" vec4 v4[4], v5[4], v6[4];\n"
|
2152 |
" ccc = texture2DRect(texU, gl_TexCoord[0].xy);\n"
|
2153 |
" clc = texture2DRect(texU, gl_TexCoord[1].xy);\n"
|
2154 |
" crc = texture2DRect(texU, gl_TexCoord[2].xy);\n"
|
2155 |
" ccd = texture2DRect(texU, gl_TexCoord[3].xy);\n"
|
2156 |
" ccu = texture2DRect(texU, gl_TexCoord[4].xy);\n"
|
2157 |
" cld = texture2DRect(texU, gl_TexCoord[5].xy);\n"
|
2158 |
" clu = texture2DRect(texU, gl_TexCoord[6].xy);\n"
|
2159 |
" crd = texture2DRect(texU, gl_TexCoord[7].xy);\n"
|
2160 |
" cru = texture2DRect(texU, TexRU.xy);\n"
|
2161 |
" vec4 cu = ccc;\n"
|
2162 |
" v4[0] = vec4(clc.g, ccc.g, ccd.b, ccc.b);\n"
|
2163 |
" v4[1] = vec4(ccc.r, crc.r, ccd.a, ccc.a);\n"
|
2164 |
" v4[2] = vec4(clc.a, ccc.a, ccc.r, ccu.r);\n"
|
2165 |
" v4[3] = vec4(ccc.b, crc.b, ccc.g, ccu.g);\n"
|
2166 |
" v6[0] = vec4(cld.a, clc.a, ccd.a, ccc.a);\n"
|
2167 |
" v6[1] = vec4(ccd.b, ccc.b, crd.b, crc.b);\n"
|
2168 |
" v6[2] = vec4(clc.g, clu.g, ccc.g, ccu.g);\n"
|
2169 |
" v6[3] = vec4(ccc.r, ccu.r, crc.r, cru.r);\n"
|
2170 |
<< |
2171 |
" #define KEYTEST_STEP1(i)\\\n"
|
2172 |
" if(key[i] == 1.0)\\\n"
|
2173 |
" {\\\n"
|
2174 |
" bvec4 test = lessThan(vec4(cc[i]), max(v4[i], v6[i])); \\\n"
|
2175 |
" if(cc[i] < cu[i] || any(test))key[i] = 0.0; \\\n"
|
2176 |
" }else if(key[i] == -1.0)\\\n"
|
2177 |
" {\\\n"
|
2178 |
" bvec4 test = greaterThan(vec4(cc[i]), min(v4[i], v6[i])); \\\n"
|
2179 |
" if(cc[i] > cu[i] || any(test) )key[i] = 0.0; \\\n"
|
2180 |
" }\n"
|
2181 |
" REPEAT4(KEYTEST_STEP1);\n"
|
2182 |
" if(any(notEqual(key, vec4(0.0)))) { \n"
|
2183 |
<< |
2184 |
" ccc = texture2DRect(texD, gl_TexCoord[0].xy);\n"
|
2185 |
" clc = texture2DRect(texD, gl_TexCoord[1].xy);\n"
|
2186 |
" crc = texture2DRect(texD, gl_TexCoord[2].xy);\n"
|
2187 |
" ccd = texture2DRect(texD, gl_TexCoord[3].xy);\n"
|
2188 |
" ccu = texture2DRect(texD, gl_TexCoord[4].xy);\n"
|
2189 |
" cld = texture2DRect(texD, gl_TexCoord[5].xy);\n"
|
2190 |
" clu = texture2DRect(texD, gl_TexCoord[6].xy);\n"
|
2191 |
" crd = texture2DRect(texD, gl_TexCoord[7].xy);\n"
|
2192 |
" cru = texture2DRect(texD, TexRU.xy);\n"
|
2193 |
" vec4 cd = ccc;\n"
|
2194 |
" v5[0] = vec4(clc.g, ccc.g, ccd.b, ccc.b);\n"
|
2195 |
" v5[1] = vec4(ccc.r, crc.r, ccd.a, ccc.a);\n"
|
2196 |
" v5[2] = vec4(clc.a, ccc.a, ccc.r, ccu.r);\n"
|
2197 |
" v5[3] = vec4(ccc.b, crc.b, ccc.g, ccu.g);\n"
|
2198 |
" v6[0] = vec4(cld.a, clc.a, ccd.a, ccc.a);\n"
|
2199 |
" v6[1] = vec4(ccd.b, ccc.b, crd.b, crc.b);\n"
|
2200 |
" v6[2] = vec4(clc.g, clu.g, ccc.g, ccu.g);\n"
|
2201 |
" v6[3] = vec4(ccc.r, ccu.r, crc.r, cru.r);\n"
|
2202 |
<< |
2203 |
" #define KEYTEST_STEP2(i)\\\n"
|
2204 |
" if(key[i] == 1.0)\\\n"
|
2205 |
" {\\\n"
|
2206 |
" bvec4 test = lessThan(vec4(cc[i]), max(v5[i], v6[i]));\\\n"
|
2207 |
" if(cc[i] < cd[i] || any(test))key[i] = 0.0; \\\n"
|
2208 |
" }else if(key[i] == -1.0)\\\n"
|
2209 |
" {\\\n"
|
2210 |
" bvec4 test = greaterThan(vec4(cc[i]), min(v5[i], v6[i]));\\\n"
|
2211 |
" if(cc[i] > cd[i] || any(test))key[i] = 0.0; \\\n"
|
2212 |
" }\n"
|
2213 |
" REPEAT4(KEYTEST_STEP2);\n"
|
2214 |
" float keysum = dot(abs(key), vec4(1, 1, 1, 1)) ;\n"
|
2215 |
" //assume there is only one keypoint in the four. \n"
|
2216 |
" if(keysum==1.0) {\n";
|
2217 |
|
2218 |
//////////////////////////////////////////////////////////////////////
|
2219 |
if(GlobalUtil::_SubpixelLocalization)
|
2220 |
|
2221 |
out << |
2222 |
" vec3 offset = vec3(0, 0, 0); \n"
|
2223 |
" #define TESTMOVE_KEYPOINT(idx) \\\n"
|
2224 |
" if(key[idx] != 0) \\\n"
|
2225 |
" {\\\n"
|
2226 |
" cu[0] = cu[idx]; cd[0] = cd[idx]; cc[0] = cc[idx]; \\\n"
|
2227 |
" v4[0] = v4[idx]; v5[0] = v5[idx]; \\\n"
|
2228 |
" fxy[0] = fxy[idx]; fxx[0] = fxx[idx]; fyy[0] = fyy[idx]; \\\n"
|
2229 |
" fx[0] = fx[idx]; fy[0] = fy[idx]; \\\n"
|
2230 |
" }\n"
|
2231 |
" TESTMOVE_KEYPOINT(1);\n"
|
2232 |
" TESTMOVE_KEYPOINT(2);\n"
|
2233 |
" TESTMOVE_KEYPOINT(3);\n"
|
2234 |
<< |
2235 |
|
2236 |
" float fs = 0.5*( cu[0] - cd[0] ); \n"
|
2237 |
" float fss = cu[0] + cd[0] - cc[0] - cc[0];\n"
|
2238 |
" float fxs = 0.25 * (v4[0].y + v5[0].x - v4[0].x - v5[0].y);\n"
|
2239 |
" float fys = 0.25 * (v4[0].w + v5[0].z - v4[0].z - v5[0].w);\n"
|
2240 |
" vec4 A0, A1, A2 ; \n"
|
2241 |
" A0 = vec4(fxx[0], fxy[0], fxs, -fx[0]); \n"
|
2242 |
" A1 = vec4(fxy[0], fyy[0], fys, -fy[0]); \n"
|
2243 |
" A2 = vec4(fxs, fys, fss, -fs); \n"
|
2244 |
" vec3 x3 = abs(vec3(fxx[0], fxy[0], fxs)); \n"
|
2245 |
" float maxa = max(max(x3.x, x3.y), x3.z); \n"
|
2246 |
" if(maxa >= 1e-10 ) \n"
|
2247 |
" { \n"
|
2248 |
" if(x3.y ==maxa ) \n"
|
2249 |
" { \n"
|
2250 |
" vec4 TEMP = A1; A1 = A0; A0 = TEMP; \n"
|
2251 |
" }else if( x3.z == maxa ) \n"
|
2252 |
" { \n"
|
2253 |
" vec4 TEMP = A2; A2 = A0; A0 = TEMP; \n"
|
2254 |
" } \n"
|
2255 |
" A0 /= A0.x; \n"
|
2256 |
" A1 -= A1.x * A0; \n"
|
2257 |
" A2 -= A2.x * A0; \n"
|
2258 |
" vec2 x2 = abs(vec2(A1.y, A2.y)); \n"
|
2259 |
" if( x2.y > x2.x ) \n"
|
2260 |
" { \n"
|
2261 |
" vec3 TEMP = A2.yzw; \n"
|
2262 |
" A2.yzw = A1.yzw; \n"
|
2263 |
" A1.yzw = TEMP; \n"
|
2264 |
" x2.x = x2.y; \n"
|
2265 |
" } \n"
|
2266 |
" if(x2.x >= 1e-10) { \n"
|
2267 |
" A1.yzw /= A1.y; \n"
|
2268 |
" A2.yzw -= A2.y * A1.yzw; \n"
|
2269 |
" if(abs(A2.z) >= 1e-10) {\n"
|
2270 |
" offset.z = A2.w /A2.z; \n"
|
2271 |
" offset.y = A1.w - offset.z*A1.z; \n"
|
2272 |
" offset.x = A0.w - offset.z*A0.z - offset.y*A0.y; \n"
|
2273 |
" bool test = (abs(cc[0] + 0.5*dot(vec3(fx[0], fy[0], fs), offset ))>THRESHOLD1) ;\n"
|
2274 |
" if(!test || any( greaterThan(abs(offset), vec3(1.0)))) key = vec4(0.0);\n"
|
2275 |
" }\n"
|
2276 |
" }\n"
|
2277 |
" }\n"
|
2278 |
<<"\n"
|
2279 |
" float keyv = dot(key, vec4(1.0, 2.0, 3.0, 4.0));\n"
|
2280 |
" gl_FragColor = vec4(keyv, offset);\n"
|
2281 |
" }}}}\n"
|
2282 |
"}\n" <<'\0'; |
2283 |
|
2284 |
else out << "\n" |
2285 |
" float keyv = dot(key, vec4(1.0, 2.0, 3.0, 4.0));\n"
|
2286 |
" gl_FragColor = vec4(keyv, 0, 0, 0);\n"
|
2287 |
" }}}}\n"
|
2288 |
"}\n" <<'\0'; |
2289 |
|
2290 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
2291 |
s_keypoint = program ; |
2292 |
|
2293 |
//parameter
|
2294 |
_param_dog_texu = glGetUniformLocation(*program, "texU");
|
2295 |
_param_dog_texd = glGetUniformLocation(*program, "texD");
|
2296 |
} |
2297 |
void ShaderBagPKSL::SetDogTexParam(int texU, int texD) |
2298 |
{ |
2299 |
glUniform1i(_param_dog_texu, 1);
|
2300 |
glUniform1i(_param_dog_texd, 2);
|
2301 |
} |
2302 |
void ShaderBagPKSL::SetGenListStepParam(int tex, int tex0) |
2303 |
{ |
2304 |
glUniform1i(_param_genlist_step_tex0, 1);
|
2305 |
} |
2306 |
|
2307 |
void ShaderBagPKSL::SetGenVBOParam(float width, float fwidth,float size) |
2308 |
{ |
2309 |
float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width}; |
2310 |
glUniform4fv(_param_genvbo_size, 1, sizes);
|
2311 |
} |
2312 |
void ShaderBagPKSL::SetGradPassParam(int texP) |
2313 |
{ |
2314 |
glUniform1i(_param_grad_pass_texp, 1);
|
2315 |
} |
2316 |
|
2317 |
void ShaderBagPKSL::LoadDescriptorShader()
|
2318 |
{ |
2319 |
GlobalUtil::_DescriptorPPT = 16;
|
2320 |
LoadDescriptorShaderF2(); |
2321 |
s_rect_description = LoadDescriptorProgramRECT(); |
2322 |
} |
2323 |
|
2324 |
ProgramGLSL* ShaderBagPKSL::LoadDescriptorProgramRECT() |
2325 |
{ |
2326 |
//one shader outpout 128/8 = 16 , each fragout encodes 4
|
2327 |
//const double twopi = 2.0*3.14159265358979323846;
|
2328 |
//const double rpi = 8.0/twopi;
|
2329 |
char buffer[10240]; |
2330 |
ostrstream out(buffer, 10240);
|
2331 |
|
2332 |
out<<setprecision(8);
|
2333 |
|
2334 |
out<<"\n"
|
2335 |
"#define M_PI 3.14159265358979323846\n"
|
2336 |
"#define TWO_PI (2.0*M_PI)\n"
|
2337 |
"#define RPI 1.2732395447351626861510701069801\n"
|
2338 |
"#define WF size.z\n"
|
2339 |
"uniform sampler2DRect tex; \n"
|
2340 |
"uniform sampler2DRect gtex; \n"
|
2341 |
"uniform sampler2DRect otex; \n"
|
2342 |
"uniform vec4 dsize; \n"
|
2343 |
"uniform vec3 size; \n"
|
2344 |
"void main() \n"
|
2345 |
"{\n"
|
2346 |
" vec2 dim = size.xy; //image size \n"
|
2347 |
" float index = dsize.x*floor(gl_TexCoord[0].y * 0.5) + gl_TexCoord[0].x;\n"
|
2348 |
" float idx = 8.0* fract(index * 0.125) + 8.0 * floor(2.0* fract(gl_TexCoord[0].y * 0.5)); \n"
|
2349 |
" index = floor(index*0.125)+ 0.49; \n"
|
2350 |
" vec2 coord = floor( vec2( mod(index, dsize.z), index*dsize.w)) + 0.5 ;\n"
|
2351 |
" vec2 pos = texture2DRect(tex, coord).xy; \n"
|
2352 |
" vec2 wsz = texture2DRect(tex, coord).zw;\n"
|
2353 |
" float aspect_ratio = wsz.y / wsz.x;\n"
|
2354 |
" float aspect_sq = aspect_ratio * aspect_ratio; \n"
|
2355 |
" vec2 spt = wsz * 0.25; vec2 ispt = 1.0 / spt; \n";
|
2356 |
|
2357 |
//here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma
|
2358 |
//and rots is (cos, sin, -cos, -sin ) /(factor*sigma)
|
2359 |
//devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread
|
2360 |
//To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side
|
2361 |
out<< |
2362 |
" vec4 temp; vec2 pt; \n"
|
2363 |
" pt.x = pos.x + fract(idx*0.25) * wsz.x; \n"
|
2364 |
" pt.y = pos.y + (floor(idx*0.25) + 0.5) * spt.y; \n";
|
2365 |
|
2366 |
//get a horizontal bounding box of the rotated rectangle
|
2367 |
out<< |
2368 |
" vec4 sz; \n"
|
2369 |
" sz.xy = max(pt - spt, vec2(2,2));\n"
|
2370 |
" sz.zw = min(pt + spt, dim - 3); \n"
|
2371 |
" sz = floor(sz * 0.5)+0.5;"; //move sample point to pixel center |
2372 |
//get voting for two box
|
2373 |
|
2374 |
out<<"\n"
|
2375 |
" vec4 DA, DB; vec2 spos; \n"
|
2376 |
" DA = DB = vec4(0, 0, 0, 0); \n"
|
2377 |
" vec4 nox = vec4(0, 1.0, 0.0, 1.0); \n"
|
2378 |
" vec4 noy = vec4(0, 0.0, 1.0, 1.0); \n"
|
2379 |
" for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n"
|
2380 |
" { \n"
|
2381 |
" for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n"
|
2382 |
" { \n"
|
2383 |
" vec2 tpt = spos * 2.0 - pt - 0.5; \n"
|
2384 |
" vec4 nx = (tpt.x + nox) * ispt.x; \n"
|
2385 |
" vec4 ny = (tpt.y + noy) * ispt.y; \n"
|
2386 |
" vec4 nxn = abs(nx), nyn = abs(ny); \n"
|
2387 |
" bvec4 inside = lessThan(max(nxn, nyn) , vec4(1.0)); \n"
|
2388 |
" if(any(inside))\n"
|
2389 |
" {\n"
|
2390 |
" vec4 gg = texture2DRect(gtex, spos);\n"
|
2391 |
" vec4 oo = texture2DRect(otex, spos);\n"
|
2392 |
//" vec4 cc = cos(oo), ss = sin(oo); \n"
|
2393 |
//" oo = atan(ss* aspect_ratio, cc); \n"
|
2394 |
//" gg = gg * sqrt(ss * ss * aspect_sq + cc * cc); \n "
|
2395 |
" vec4 theta0 = (- oo)*RPI;\n"
|
2396 |
" vec4 theta = 8.0 * fract(1.0 + 0.125 * theta0); \n"
|
2397 |
" vec4 theta1 = floor(theta); \n"
|
2398 |
" vec4 weight = (1 - nxn) * (1 - nyn) * gg; \n"
|
2399 |
" vec4 weight2 = (theta - theta1) * weight; \n"
|
2400 |
" vec4 weight1 = weight - weight2; \n"
|
2401 |
" for(int i = 0;i < 4; i++)\n"
|
2402 |
" {\n"
|
2403 |
" if(inside[i])\n"
|
2404 |
" {\n"
|
2405 |
" DA += vec4(equal(vec4(theta1[i]), vec4(0, 1, 2, 3)))*weight1[i]; \n"
|
2406 |
" DA += vec4(equal(vec4(theta1[i]), vec4(7, 0, 1, 2)))*weight2[i]; \n"
|
2407 |
" DB += vec4(equal(vec4(theta1[i]), vec4(4, 5, 6, 7)))*weight1[i]; \n"
|
2408 |
" DB += vec4(equal(vec4(theta1[i]), vec4(3, 4, 5, 6)))*weight2[i]; \n"
|
2409 |
" }\n"
|
2410 |
" }\n"
|
2411 |
" }\n"
|
2412 |
" }\n"
|
2413 |
" }\n";
|
2414 |
out<< |
2415 |
" gl_FragData[0] = DA; gl_FragData[1] = DB;\n"
|
2416 |
"}\n"<<'\0'; |
2417 |
|
2418 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
2419 |
if(program->IsNative())
|
2420 |
{ |
2421 |
return program;
|
2422 |
} |
2423 |
else
|
2424 |
{ |
2425 |
delete program;
|
2426 |
return NULL; |
2427 |
} |
2428 |
} |
2429 |
|
2430 |
ProgramGLSL* ShaderBagPKSL::LoadDescriptorProgramPKSL() |
2431 |
{ |
2432 |
//one shader outpout 128/8 = 16 , each fragout encodes 4
|
2433 |
//const double twopi = 2.0*3.14159265358979323846;
|
2434 |
//const double rpi = 8.0/twopi;
|
2435 |
char buffer[10240]; |
2436 |
ostrstream out(buffer, 10240);
|
2437 |
|
2438 |
out<<setprecision(8);
|
2439 |
|
2440 |
out<<"\n"
|
2441 |
"#define M_PI 3.14159265358979323846\n"
|
2442 |
"#define TWO_PI (2.0*M_PI)\n"
|
2443 |
"#define RPI 1.2732395447351626861510701069801\n"
|
2444 |
"#define WF size.z\n"
|
2445 |
"uniform sampler2DRect tex; \n"
|
2446 |
"uniform sampler2DRect gtex; \n"
|
2447 |
"uniform sampler2DRect otex; \n"
|
2448 |
"uniform vec4 dsize; \n"
|
2449 |
"uniform vec3 size; \n"
|
2450 |
"void main() \n"
|
2451 |
"{\n"
|
2452 |
" vec2 dim = size.xy; //image size \n"
|
2453 |
" float index = dsize.x*floor(gl_TexCoord[0].y * 0.5) + gl_TexCoord[0].x;\n"
|
2454 |
" float idx = 8.0* fract(index * 0.125) + 8.0 * floor(2.0* fract(gl_TexCoord[0].y * 0.5)); \n"
|
2455 |
" index = floor(index*0.125)+ 0.49; \n"
|
2456 |
" vec2 coord = floor( vec2( mod(index, dsize.z), index*dsize.w)) + 0.5 ;\n"
|
2457 |
" vec2 pos = texture2DRect(tex, coord).xy; \n"
|
2458 |
" if(any(lessThan(pos.xy, vec2(1.0))) || any(greaterThan(pos.xy, dim-1.0))) "
|
2459 |
" //discard; \n"
|
2460 |
" { gl_FragData[0] = gl_FragData[1] = vec4(0.0); return; }\n"
|
2461 |
" float anglef = texture2DRect(tex, coord).z;\n"
|
2462 |
" if(anglef > M_PI) anglef -= TWO_PI;\n"
|
2463 |
" float sigma = texture2DRect(tex, coord).w; \n"
|
2464 |
" float spt = abs(sigma * WF); //default to be 3*sigma \n";
|
2465 |
//rotation
|
2466 |
out<< |
2467 |
" vec4 cscs, rots; \n"
|
2468 |
" cscs.x = cos(anglef); cscs.y = sin(anglef); \n"
|
2469 |
" cscs.zw = - cscs.xy; \n"
|
2470 |
" rots = cscs /spt; \n"
|
2471 |
" cscs *= spt; \n";
|
2472 |
|
2473 |
//here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma
|
2474 |
//and rots is (cos, sin, -cos, -sin ) /(factor*sigma)
|
2475 |
//devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread
|
2476 |
//To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side
|
2477 |
out<< |
2478 |
" vec4 temp; vec2 pt, offsetpt; \n"
|
2479 |
" /*the fraction part of idx is .5*/ \n"
|
2480 |
" offsetpt.x = 4.0* fract(idx*0.25) - 2.0; \n"
|
2481 |
" offsetpt.y = floor(idx*0.25) - 1.5; \n"
|
2482 |
" temp = cscs.xwyx*offsetpt.xyxy; \n"
|
2483 |
" pt = pos + temp.xz + temp.yw; \n";
|
2484 |
|
2485 |
//get a horizontal bounding box of the rotated rectangle
|
2486 |
out<< |
2487 |
" vec2 bwin = abs(cscs.xy); \n"
|
2488 |
" float bsz = bwin.x + bwin.y; \n"
|
2489 |
" vec4 sz; \n"
|
2490 |
" sz.xy = max(pt - vec2(bsz), vec2(2,2));\n"
|
2491 |
" sz.zw = min(pt + vec2(bsz), dim - 3); \n"
|
2492 |
" sz = floor(sz * 0.5)+0.5;"; //move sample point to pixel center |
2493 |
//get voting for two box
|
2494 |
|
2495 |
out<<"\n"
|
2496 |
" vec4 DA, DB; vec2 spos; \n"
|
2497 |
" DA = DB = vec4(0, 0, 0, 0); \n"
|
2498 |
" vec4 nox = vec4(0, rots.xy, rots.x + rots.y); \n"
|
2499 |
" vec4 noy = vec4(0, rots.wx, rots.w + rots.x); \n"
|
2500 |
" for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n"
|
2501 |
" { \n"
|
2502 |
" for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n"
|
2503 |
" { \n"
|
2504 |
" vec2 tpt = spos * 2.0 - pt - 0.5; \n"
|
2505 |
" vec4 temp = rots.xywx * tpt.xyxy; \n"
|
2506 |
" vec2 temp2 = temp.xz + temp.yw; \n"
|
2507 |
" vec4 nx = temp2.x + nox; \n"
|
2508 |
" vec4 ny = temp2.y + noy; \n"
|
2509 |
" vec4 nxn = abs(nx), nyn = abs(ny); \n"
|
2510 |
" bvec4 inside = lessThan(max(nxn, nyn) , vec4(1.0)); \n"
|
2511 |
" if(any(inside))\n"
|
2512 |
" {\n"
|
2513 |
" vec4 gg = texture2DRect(gtex, spos);\n"
|
2514 |
" vec4 oo = texture2DRect(otex, spos);\n"
|
2515 |
" vec4 theta0 = (anglef - oo)*RPI;\n"
|
2516 |
" vec4 theta = 8.0 * fract(1.0 + 0.125 * theta0); \n"
|
2517 |
" vec4 theta1 = floor(theta); \n"
|
2518 |
" vec4 diffx = nx + offsetpt.x, diffy = ny + offsetpt.y; \n"
|
2519 |
" vec4 ww = exp(-0.125 * (diffx * diffx + diffy * diffy )); \n"
|
2520 |
" vec4 weight = (1 - nxn) * (1 - nyn) * gg * ww; \n"
|
2521 |
" vec4 weight2 = (theta - theta1) * weight; \n"
|
2522 |
" vec4 weight1 = weight - weight2; \n"
|
2523 |
" for(int i = 0;i < 4; i++)\n"
|
2524 |
" {\n"
|
2525 |
" if(inside[i])\n"
|
2526 |
" {\n"
|
2527 |
" DA += vec4(equal(vec4(theta1[i]), vec4(0, 1, 2, 3)))*weight1[i]; \n"
|
2528 |
" DA += vec4(equal(vec4(theta1[i]), vec4(7, 0, 1, 2)))*weight2[i]; \n"
|
2529 |
" DB += vec4(equal(vec4(theta1[i]), vec4(4, 5, 6, 7)))*weight1[i]; \n"
|
2530 |
" DB += vec4(equal(vec4(theta1[i]), vec4(3, 4, 5, 6)))*weight2[i]; \n"
|
2531 |
" }\n"
|
2532 |
" }\n"
|
2533 |
" }\n"
|
2534 |
" }\n"
|
2535 |
" }\n";
|
2536 |
out<< |
2537 |
" gl_FragData[0] = DA; gl_FragData[1] = DB;\n"
|
2538 |
"}\n"<<'\0'; |
2539 |
|
2540 |
ProgramGLSL * program = new ProgramGLSL(buffer);
|
2541 |
if(program->IsNative())
|
2542 |
{ |
2543 |
return program;
|
2544 |
} |
2545 |
else
|
2546 |
{ |
2547 |
delete program;
|
2548 |
return NULL; |
2549 |
} |
2550 |
} |
2551 |
|
2552 |
void ShaderBagPKSL::LoadDescriptorShaderF2()
|
2553 |
{ |
2554 |
|
2555 |
ProgramGLSL * program = LoadDescriptorProgramPKSL(); |
2556 |
if( program )
|
2557 |
{ |
2558 |
s_descriptor_fp = program; |
2559 |
_param_descriptor_gtex = glGetUniformLocation(*program, "gtex");
|
2560 |
_param_descriptor_otex = glGetUniformLocation(*program, "otex");
|
2561 |
_param_descriptor_size = glGetUniformLocation(*program, "size");
|
2562 |
_param_descriptor_dsize = glGetUniformLocation(*program, "dsize");
|
2563 |
} |
2564 |
} |
2565 |
|
2566 |
|
2567 |
|
2568 |
void ShaderBagPKSL::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step) |
2569 |
{ |
2570 |
glUniform1i(_param_orientation_gtex, 1);
|
2571 |
glUniform2f(_param_orientation_size, sigma, sigma_step); |
2572 |
} |
2573 |
|
2574 |
|
2575 |
void ShaderBagPKSL::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int otex, float step) |
2576 |
{ |
2577 |
///
|
2578 |
glUniform1i(_param_orientation_gtex, 1);
|
2579 |
glUniform1i(_param_orientation_otex, 2);
|
2580 |
|
2581 |
float size[4]; |
2582 |
size[0] = (float)width; |
2583 |
size[1] = (float)height; |
2584 |
size[2] = sigma;
|
2585 |
size[3] = step;
|
2586 |
glUniform4fv(_param_orientation_size, 1, size);
|
2587 |
|
2588 |
} |
2589 |
|
2590 |
void ShaderBagPKSL::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma) |
2591 |
{ |
2592 |
if(sigma == 0 && s_rect_description) |
2593 |
{ |
2594 |
//rectangle description mode
|
2595 |
s_rect_description->UseProgram(); |
2596 |
GLint param_descriptor_gtex = glGetUniformLocation(*s_rect_description, "gtex");
|
2597 |
GLint param_descriptor_otex = glGetUniformLocation(*s_rect_description, "otex");
|
2598 |
GLint param_descriptor_size = glGetUniformLocation(*s_rect_description, "size");
|
2599 |
GLint param_descriptor_dsize = glGetUniformLocation(*s_rect_description, "dsize");
|
2600 |
///
|
2601 |
glUniform1i(param_descriptor_gtex, 1);
|
2602 |
glUniform1i(param_descriptor_otex, 2);
|
2603 |
|
2604 |
float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; |
2605 |
glUniform4fv(param_descriptor_dsize, 1, dsize);
|
2606 |
float size[3]; |
2607 |
size[0] = width;
|
2608 |
size[1] = height;
|
2609 |
size[2] = GlobalUtil::_DescriptorWindowFactor;
|
2610 |
glUniform3fv(param_descriptor_size, 1, size);
|
2611 |
}else
|
2612 |
{ |
2613 |
///
|
2614 |
glUniform1i(_param_descriptor_gtex, 1);
|
2615 |
glUniform1i(_param_descriptor_otex, 2);
|
2616 |
|
2617 |
|
2618 |
float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; |
2619 |
glUniform4fv(_param_descriptor_dsize, 1, dsize);
|
2620 |
float size[3]; |
2621 |
size[0] = width;
|
2622 |
size[1] = height;
|
2623 |
size[2] = GlobalUtil::_DescriptorWindowFactor;
|
2624 |
glUniform3fv(_param_descriptor_size, 1, size);
|
2625 |
} |
2626 |
|
2627 |
} |
2628 |
|
2629 |
|
2630 |
void ShaderBagPKSL::SetGenListEndParam(int ktex) |
2631 |
{ |
2632 |
glUniform1i(_param_genlist_end_ktex, 1);
|
2633 |
} |
2634 |
void ShaderBagPKSL::SetGenListInitParam(int w, int h) |
2635 |
{ |
2636 |
float bbox[4] = {(w -1.0f) * 0.5f +0.25f, (w-1.0f) * 0.5f - 0.25f, (h - 1.0f) * 0.5f + 0.25f, (h-1.0f) * 0.5f - 0.25f}; |
2637 |
glUniform4fv(_param_genlist_init_bbox, 1, bbox);
|
2638 |
} |
2639 |
|
2640 |
void ShaderBagPKSL::SetMarginCopyParam(int xmax, int ymax) |
2641 |
{ |
2642 |
float truncate[4]; |
2643 |
truncate[0] = (xmax - 0.5f) * 0.5f; //((xmax + 1) >> 1) - 0.5f; |
2644 |
truncate[1] = (ymax - 0.5f) * 0.5f; //((ymax + 1) >> 1) - 0.5f; |
2645 |
truncate[2] = (xmax %2 == 1)? 0.0f: 1.0f; |
2646 |
truncate[3] = truncate[2] + (((ymax % 2) == 1)? 0.0f : 2.0f); |
2647 |
glUniform4fv(_param_margin_copy_truncate, 1, truncate);
|
2648 |
} |