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|
| | #include "GL/glew.h" |
| | #include <string.h> |
| | #include <stdio.h> |
| | #include <iomanip> |
| | #include <iostream> |
| | #include <sstream> |
| | #include <vector> |
| | #include <algorithm> |
| | #include <math.h> |
| | using namespace std; |
| |
|
| | #include "GlobalUtil.h" |
| | #include "ProgramGLSL.h" |
| | #include "GLTexImage.h" |
| | #include "ShaderMan.h" |
| | #include "SiftGPU.h" |
| |
|
| | ProgramGLSL::ShaderObject::ShaderObject(int shadertype, const char * source, int filesource) |
| | { |
| |
|
| |
|
| | _type = shadertype; |
| | _compiled = 0; |
| |
|
| |
|
| | _shaderID = glCreateShader(shadertype); |
| | if(_shaderID == 0) return; |
| |
|
| | if(source) |
| | { |
| |
|
| | GLint code_length; |
| | if(filesource ==0) |
| | { |
| | const char* code = source; |
| | code_length = (GLint) strlen(code); |
| | glShaderSource(_shaderID, 1, (const char **) &code, &code_length); |
| | }else |
| | { |
| | char * code; |
| | if((code_length= ReadShaderFile(source, code)) ==0) return; |
| | glShaderSource(_shaderID, 1, (const char **) &code, &code_length); |
| | delete code; |
| | } |
| |
|
| | glCompileShader(_shaderID); |
| |
|
| | CheckCompileLog(); |
| |
|
| | if(!_compiled) std::cout << source; |
| | } |
| |
|
| |
|
| |
|
| |
|
| | } |
| |
|
| | int ProgramGLSL::ShaderObject::ReadShaderFile(const char *sourcefile, char*& code ) |
| | { |
| | code = NULL; |
| | FILE * file; |
| | int len=0; |
| |
|
| | if(sourcefile == NULL) return 0; |
| |
|
| | file = fopen(sourcefile,"rt"); |
| | if(file == NULL) return 0; |
| |
|
| |
|
| | fseek(file, 0, SEEK_END); |
| | len = ftell(file); |
| | rewind(file); |
| | if(len >1) |
| | { |
| | code = new char[len+1]; |
| | fread(code, sizeof( char), len, file); |
| | code[len] = 0; |
| | }else |
| | { |
| | len = 0; |
| | } |
| |
|
| | fclose(file); |
| |
|
| | return len; |
| |
|
| | } |
| |
|
| | void ProgramGLSL::ShaderObject::CheckCompileLog() |
| | { |
| |
|
| | GLint status; |
| | glGetShaderiv(_shaderID, GL_COMPILE_STATUS, &status); |
| | _compiled = (status ==GL_TRUE); |
| |
|
| | if(_compiled == 0) PrintCompileLog(std::cout); |
| |
|
| |
|
| | } |
| |
|
| | ProgramGLSL::ShaderObject::~ShaderObject() |
| | { |
| | if(_shaderID) glDeleteShader(_shaderID); |
| |
|
| | } |
| |
|
| | int ProgramGLSL::ShaderObject::IsValidFragmentShader() |
| | { |
| | return _type == GL_FRAGMENT_SHADER && _shaderID && _compiled; |
| | } |
| |
|
| | int ProgramGLSL::ShaderObject::IsValidVertexShader() |
| | { |
| | return _type == GL_VERTEX_SHADER && _shaderID && _compiled; |
| | } |
| |
|
| |
|
| | void ProgramGLSL::ShaderObject::PrintCompileLog(ostream&os) |
| | { |
| | GLint len = 0; |
| |
|
| | glGetShaderiv(_shaderID, GL_INFO_LOG_LENGTH , &len); |
| | if(len <=1) return; |
| |
|
| | char * compileLog = new char[len+1]; |
| | if(compileLog == NULL) return; |
| |
|
| | glGetShaderInfoLog(_shaderID, len, &len, compileLog); |
| |
|
| |
|
| | os<<"Compile Log\n"<<compileLog<<"\n"; |
| |
|
| | delete[] compileLog; |
| | } |
| |
|
| |
|
| | ProgramGLSL::ProgramGLSL() |
| | { |
| | _linked = 0; |
| | _TextureParam0 = -1; |
| | _programID = glCreateProgram(); |
| | } |
| | ProgramGLSL::~ProgramGLSL() |
| | { |
| | if(_programID)glDeleteProgram(_programID); |
| | } |
| | void ProgramGLSL::AttachShaderObject(ShaderObject &shader) |
| | { |
| | if(_programID && shader.IsValidShaderObject()) |
| | glAttachShader(_programID, shader.GetShaderID()); |
| | } |
| | void ProgramGLSL::DetachShaderObject(ShaderObject &shader) |
| | { |
| | if(_programID && shader.IsValidShaderObject()) |
| | glDetachShader(_programID, shader.GetShaderID()); |
| | } |
| | int ProgramGLSL::LinkProgram() |
| | { |
| | _linked = 0; |
| |
|
| | if(_programID==0) return 0; |
| |
|
| | glLinkProgram(_programID); |
| |
|
| | CheckLinkLog(); |
| |
|
| | |
| | |
| | |
| |
|
| | return _linked; |
| | } |
| |
|
| | void ProgramGLSL::CheckLinkLog() |
| | { |
| | GLint status; |
| | glGetProgramiv(_programID, GL_LINK_STATUS, &status); |
| |
|
| | _linked = (status == GL_TRUE); |
| |
|
| | } |
| |
|
| |
|
| | int ProgramGLSL::ValidateProgram() |
| | { |
| | if(_programID && _linked) |
| | { |
| | |
| | |
| | |
| | |
| | return 1; |
| | } |
| | else |
| | return 0; |
| | } |
| |
|
| | void ProgramGLSL::PrintLinkLog(std::ostream &os) |
| | { |
| | GLint len = 0; |
| |
|
| | glGetProgramiv(_programID, GL_INFO_LOG_LENGTH , &len); |
| | if(len <=1) return; |
| |
|
| | char* linkLog = new char[len+1]; |
| | if(linkLog == NULL) return; |
| |
|
| | glGetProgramInfoLog(_programID, len, &len, linkLog); |
| |
|
| | linkLog[len] = 0; |
| |
|
| | if(strstr(linkLog, "failed")) |
| | { |
| | os<<linkLog + (linkLog[0] == ' '? 1:0)<<"\n"; |
| | _linked = 0; |
| | } |
| |
|
| | delete[] linkLog; |
| | } |
| |
|
| | int ProgramGLSL::UseProgram() |
| | { |
| | if(ValidateProgram()) |
| | { |
| | glUseProgram(_programID); |
| | if (_TextureParam0 >= 0) glUniform1i(_TextureParam0, 0); |
| | return true; |
| | } |
| | else |
| | { |
| | return false; |
| | } |
| | } |
| |
|
| |
|
| | ProgramGLSL::ProgramGLSL(const char *frag_source) |
| | { |
| | _linked = 0; |
| | _programID = glCreateProgram(); |
| | _TextureParam0 = -1; |
| | ShaderObject shader(GL_FRAGMENT_SHADER, frag_source); |
| |
|
| | if(shader.IsValidFragmentShader()) |
| | { |
| | AttachShaderObject(shader); |
| | LinkProgram(); |
| |
|
| | if(!_linked) |
| | { |
| | |
| | PrintLinkLog(std::cout); |
| | } else |
| | { |
| | _TextureParam0 = glGetUniformLocation(_programID, "tex"); |
| | } |
| | }else |
| | { |
| | _linked = 0; |
| | } |
| |
|
| | } |
| |
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| |
|
| | void ProgramGLSL::ReLink() |
| | { |
| | glLinkProgram(_programID); |
| | } |
| |
|
| | int ProgramGLSL::IsNative() |
| | { |
| | return _linked; |
| | } |
| |
|
| | FilterGLSL::FilterGLSL(float sigma) |
| | { |
| | |
| | int sz = int( ceil( GlobalUtil::_FilterWidthFactor * sigma -0.5) ) ; |
| | int width = 2*sz + 1; |
| |
|
| | |
| | if(GlobalUtil::_MaxFilterWidth >0 && width > GlobalUtil::_MaxFilterWidth) |
| | { |
| | std::cout<<"Filter size truncated from "<<width<<" to "<<GlobalUtil::_MaxFilterWidth<<endl; |
| | sz = GlobalUtil::_MaxFilterWidth>>1; |
| | width = 2 * sz + 1; |
| | } |
| |
|
| | int i; |
| | float * kernel = new float[width]; |
| | float rv = 1.0f/(sigma*sigma); |
| | float v, ksum =0; |
| |
|
| | |
| | for( i = -sz ; i <= sz ; ++i) |
| | { |
| | kernel[i+sz] = v = exp(-0.5f * i * i *rv) ; |
| | ksum += v; |
| | } |
| |
|
| | |
| | rv = 1.0f / ksum; |
| | for(i = 0; i< width ;i++) kernel[i]*=rv; |
| | |
| |
|
| | MakeFilterProgram(kernel, width); |
| |
|
| | _size = sz; |
| |
|
| | delete[] kernel; |
| | if(GlobalUtil::_verbose && GlobalUtil::_timingL) std::cout<<"Filter: sigma = "<<sigma<<", size = "<<width<<"x"<<width<<endl; |
| | } |
| |
|
| |
|
| | void FilterGLSL::MakeFilterProgram(float kernel[], int width) |
| | { |
| | if(GlobalUtil::_usePackedTex) |
| | { |
| | s_shader_h = CreateFilterHPK(kernel, width); |
| | s_shader_v = CreateFilterVPK(kernel, width); |
| | }else |
| | { |
| | s_shader_h = CreateFilterH(kernel, width); |
| | s_shader_v = CreateFilterV(kernel, width); |
| | } |
| | } |
| |
|
| | ProgramGPU* FilterGLSL::CreateFilterH(float kernel[], int width) |
| | { |
| | ostringstream out; |
| | out<<setprecision(8); |
| |
|
| | out<< "uniform sampler2DRect tex;"; |
| | out<< "\nvoid main(void){ float intensity = 0.0 ; vec2 pos;\n"; |
| |
|
| | int half_width = width / 2; |
| | for(int i = 0; i< width; i++) |
| | { |
| | if(i == half_width) |
| | { |
| |
|
| | out<<"float or = texture2DRect(tex, gl_TexCoord[0].st).r;\n"; |
| | out<<"intensity+= or * "<<kernel[i]<<";\n"; |
| | }else |
| | { |
| | out<<"pos = gl_TexCoord[0].st + vec2(float("<< (i - half_width) <<") , 0);\n"; |
| | out<<"intensity+= "<<kernel[i]<<"*texture2DRect(tex, pos).r;\n"; |
| | } |
| | } |
| |
|
| | |
| | out<<"gl_FragColor.r = or;\n"; |
| | out<<"gl_FragColor.b = intensity;}\n"<<'\0'; |
| |
|
| | return new ProgramGLSL(out.str().c_str()); |
| | } |
| |
|
| |
|
| | ProgramGPU* FilterGLSL::CreateFilterV(float kernel[], int height) |
| | { |
| | ostringstream out; |
| | out<<setprecision(8); |
| |
|
| | out<< "uniform sampler2DRect tex;"; |
| | out<< "\nvoid main(void){ float intensity = 0.0;vec2 pos; \n"; |
| | int half_height = height / 2; |
| | for(int i = 0; i< height; i++) |
| | { |
| |
|
| | if(i == half_height) |
| | { |
| | out<<"vec2 orb = texture2DRect(tex, gl_TexCoord[0].st).rb;\n"; |
| | out<<"intensity+= orb.y * "<<kernel[i]<<";\n"; |
| |
|
| | }else |
| | { |
| | out<<"pos = gl_TexCoord[0].st + vec2(0, float("<<(i - half_height) <<") );\n"; |
| | out<<"intensity+= texture2DRect(tex, pos).b * "<<kernel[i]<<";\n"; |
| | } |
| |
|
| | } |
| |
|
| | out<<"gl_FragColor.b = orb.y;\n"; |
| | out<<"gl_FragColor.g = intensity - orb.x;\n"; |
| | out<<"gl_FragColor.r = intensity;}\n"<<'\0'; |
| |
|
| | |
| | return new ProgramGLSL(out.str().c_str()); |
| | } |
| |
|
| |
|
| |
|
| | ProgramGPU* FilterGLSL::CreateFilterHPK(float kernel[], int width) |
| | { |
| | |
| | int i, j , xw, xwn; |
| |
|
| | int halfwidth = width >>1; |
| | float * pf = kernel + halfwidth; |
| | int nhpixel = (halfwidth+1)>>1; |
| | int npixel = (nhpixel<<1)+1; |
| | float weight[3]; |
| | ostringstream out;; |
| | out<<setprecision(8); |
| |
|
| | out<< "uniform sampler2DRect tex;"; |
| | out<< "\nvoid main(void){ vec4 result = vec4(0, 0, 0, 0);\n"; |
| | |
| | out<<"vec4 pc; vec2 coord; \n"; |
| | for( i = 0 ; i < npixel ; i++) |
| | { |
| | out<<"coord = gl_TexCoord[0].xy + vec2(float("<<i-nhpixel<<"),0);\n"; |
| | out<<"pc=texture2DRect(tex, coord);\n"; |
| | if(GlobalUtil::_PreciseBorder) out<<"if(coord.x < 0.0) pc = pc.rrbb;\n"; |
| | |
| | xw = (i - nhpixel)*2; |
| | for( j = 0; j < 3; j++) |
| | { |
| | xwn = xw + j -1; |
| | weight[j] = xwn < -halfwidth || xwn > halfwidth? 0 : pf[xwn]; |
| | } |
| | if(weight[1] == 0.0) |
| | { |
| | out<<"result += vec4("<<weight[2]<<","<<weight[0]<<","<<weight[2]<<","<<weight[0]<<")*pc.grab;\n"; |
| | } |
| | else |
| | { |
| | out<<"result += vec4("<<weight[1]<<", "<<weight[0]<<", "<<weight[1]<<", "<<weight[0]<<")*pc.rrbb;\n"; |
| | out<<"result += vec4("<<weight[2]<<", "<<weight[1]<<", "<<weight[2]<<", "<<weight[1]<<")*pc.ggaa;\n"; |
| | } |
| |
|
| | } |
| | out<<"gl_FragColor = result;}\n"<<'\0'; |
| |
|
| | return new ProgramGLSL(out.str().c_str()); |
| |
|
| |
|
| | } |
| |
|
| |
|
| | ProgramGPU* FilterGLSL::CreateFilterVPK(float kernel[], int height) |
| | { |
| |
|
| | |
| | int i, j, yw, ywn; |
| |
|
| | int halfh = height >>1; |
| | float * pf = kernel + halfh; |
| | int nhpixel = (halfh+1)>>1; |
| | int npixel = (nhpixel<<1)+1; |
| | float weight[3]; |
| | ostringstream out;; |
| | out<<setprecision(8); |
| |
|
| | out<< "uniform sampler2DRect tex;"; |
| | out<< "\nvoid main(void){ vec4 result = vec4(0, 0, 0, 0);\n"; |
| | |
| | out<<"vec4 pc; vec2 coord;\n"; |
| | for( i = 0 ; i < npixel ; i++) |
| | { |
| | out<<"coord = gl_TexCoord[0].xy + vec2(0, float("<<i-nhpixel<<"));\n"; |
| | out<<"pc=texture2DRect(tex, coord);\n"; |
| | if(GlobalUtil::_PreciseBorder) out<<"if(coord.y < 0.0) pc = pc.rgrg;\n"; |
| |
|
| | |
| | yw = (i - nhpixel)*2; |
| | for( j = 0; j < 3; j++) |
| | { |
| | ywn = yw + j -1; |
| | weight[j] = ywn < -halfh || ywn > halfh? 0 : pf[ywn]; |
| | } |
| | if(weight[1] == 0.0) |
| | { |
| | out<<"result += vec4("<<weight[2]<<","<<weight[2]<<","<<weight[0]<<","<<weight[0]<<")*pc.barg;\n"; |
| | }else |
| | { |
| | out<<"result += vec4("<<weight[1]<<","<<weight[1]<<","<<weight[0]<<","<<weight[0]<<")*pc.rgrg;\n"; |
| | out<<"result += vec4("<<weight[2]<<","<<weight[2]<<","<<weight[1]<<","<<weight[1]<<")*pc.baba;\n"; |
| | } |
| | } |
| | out<<"gl_FragColor = result;}\n"<<'\0'; |
| |
|
| | return new ProgramGLSL(out.str().c_str()); |
| | } |
| |
|
| |
|
| |
|
| | ShaderBag::ShaderBag() |
| | { |
| | s_debug = 0; |
| | s_orientation = 0; |
| | s_display_gaussian = 0; |
| | s_display_dog = 0; |
| | s_display_grad = 0; |
| | s_display_keys = 0; |
| | s_sampling = 0; |
| | s_grad_pass = 0; |
| | s_dog_pass = 0; |
| | s_keypoint = 0; |
| | s_genlist_init_tight = 0; |
| | s_genlist_init_ex = 0; |
| | s_genlist_histo = 0; |
| | s_genlist_start = 0; |
| | s_genlist_step = 0; |
| | s_genlist_end = 0; |
| | s_vertex_list = 0; |
| | s_descriptor_fp = 0; |
| | s_margin_copy = 0; |
| | |
| | f_gaussian_skip0 = NULL; |
| | f_gaussian_skip1 = NULL; |
| | f_gaussian_step = NULL; |
| | _gaussian_step_num = 0; |
| |
|
| | } |
| |
|
| | ShaderBag::~ShaderBag() |
| | { |
| | if(s_debug)delete s_debug; |
| | if(s_orientation)delete s_orientation; |
| | if(s_display_gaussian)delete s_display_gaussian; |
| | if(s_display_dog)delete s_display_dog; |
| | if(s_display_grad)delete s_display_grad; |
| | if(s_display_keys)delete s_display_keys; |
| | if(s_sampling)delete s_sampling; |
| | if(s_grad_pass)delete s_grad_pass; |
| | if(s_dog_pass) delete s_dog_pass; |
| | if(s_keypoint)delete s_keypoint; |
| | if(s_genlist_init_tight)delete s_genlist_init_tight; |
| | if(s_genlist_init_ex)delete s_genlist_init_ex; |
| | if(s_genlist_histo)delete s_genlist_histo; |
| | if(s_genlist_start)delete s_genlist_start; |
| | if(s_genlist_step)delete s_genlist_step; |
| | if(s_genlist_end)delete s_genlist_end; |
| | if(s_vertex_list)delete s_vertex_list; |
| | if(s_descriptor_fp)delete s_descriptor_fp; |
| | if(s_margin_copy) delete s_margin_copy; |
| |
|
| | |
| | if(f_gaussian_skip1) delete f_gaussian_skip1; |
| |
|
| | for(unsigned int i = 0; i < f_gaussian_skip0_v.size(); i++) |
| | { |
| | if(f_gaussian_skip0_v[i]) delete f_gaussian_skip0_v[i]; |
| | } |
| | if(f_gaussian_step && _gaussian_step_num > 0) |
| | { |
| | for(int i = 0; i< _gaussian_step_num; i++) |
| | { |
| | delete f_gaussian_step[i]; |
| | } |
| | delete[] f_gaussian_step; |
| | } |
| | } |
| |
|
| |
|
| | void ShaderBag::SelectInitialSmoothingFilter(int octave_min, SiftParam¶m) |
| | { |
| | float sigma = param.GetInitialSmoothSigma(octave_min); |
| | if(sigma == 0) |
| | { |
| | f_gaussian_skip0 = NULL; |
| | }else |
| | { |
| | for(unsigned int i = 0; i < f_gaussian_skip0_v.size(); i++) |
| | { |
| | if(f_gaussian_skip0_v[i]->_id == octave_min) |
| | { |
| | f_gaussian_skip0 = f_gaussian_skip0_v[i]; |
| | return ; |
| | } |
| | } |
| | FilterGLSL * filter = new FilterGLSL(sigma); |
| | filter->_id = octave_min; |
| | f_gaussian_skip0_v.push_back(filter); |
| | f_gaussian_skip0 = filter; |
| | } |
| | } |
| |
|
| | void ShaderBag::CreateGaussianFilters(SiftParam¶m) |
| | { |
| | if(param._sigma_skip0>0.0f) |
| | { |
| | FilterGLSL * filter; |
| | f_gaussian_skip0 = filter = new FilterGLSL(param._sigma_skip0); |
| | filter->_id = GlobalUtil::_octave_min_default; |
| | f_gaussian_skip0_v.push_back(filter); |
| | } |
| | if(param._sigma_skip1>0.0f) |
| | { |
| | f_gaussian_skip1 = new FilterGLSL(param._sigma_skip1); |
| | } |
| |
|
| | f_gaussian_step = new FilterProgram*[param._sigma_num]; |
| | for(int i = 0; i< param._sigma_num; i++) |
| | { |
| | f_gaussian_step[i] = new FilterGLSL(param._sigma[i]); |
| | } |
| | _gaussian_step_num = param._sigma_num; |
| | } |
| |
|
| |
|
| | void ShaderBag::LoadDynamicShaders(SiftParam& param) |
| | { |
| | LoadKeypointShader(param._dog_threshold, param._edge_threshold); |
| | LoadGenListShader(param._dog_level_num, 0); |
| | CreateGaussianFilters(param); |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::LoadFixedShaders() |
| | { |
| |
|
| |
|
| | s_gray = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(void){\n" |
| | "float intensity = dot(vec3(0.299, 0.587, 0.114), texture2DRect(tex, gl_TexCoord[0].st ).rgb);\n" |
| | "gl_FragColor = vec4(intensity, intensity, intensity, 1.0);}"); |
| |
|
| |
|
| | s_debug = new ProgramGLSL( "void main(void){gl_FragColor.rg = gl_TexCoord[0].st;}"); |
| |
|
| |
|
| | s_sampling = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(void){gl_FragColor.rg= texture2DRect(tex, gl_TexCoord[0].st).rg;}"); |
| |
|
| | |
| | s_grad_pass = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main ()\n" |
| | "{\n" |
| | " vec4 v1, v2, gg;\n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n" |
| | " gg.x = texture2DRect(tex, gl_TexCoord[1].xy).r;\n" |
| | " gg.y = texture2DRect(tex, gl_TexCoord[2].xy).r;\n" |
| | " gg.z = texture2DRect(tex, gl_TexCoord[3].xy).r;\n" |
| | " gg.w = texture2DRect(tex, gl_TexCoord[4].xy).r;\n" |
| | " vec2 dxdy = (gg.yw - gg.xz); \n" |
| | " float grad = 0.5*length(dxdy);\n" |
| | " float theta = grad==0.0? 0.0: atan(dxdy.y, dxdy.x);\n" |
| | " gl_FragData[0] = vec4(cc.rg, grad, theta);\n" |
| | "}\n\0"); |
| |
|
| | ProgramGLSL * program; |
| | s_margin_copy = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform vec2 truncate;\n" |
| | "void main(){ gl_FragColor = texture2DRect(tex, min(gl_TexCoord[0].xy, truncate)); }"); |
| |
|
| | _param_margin_copy_truncate = glGetUniformLocation(*program, "truncate"); |
| |
|
| |
|
| | GlobalUtil::_OrientationPack2 = 0; |
| | LoadOrientationShader(); |
| |
|
| | if(s_orientation == NULL) |
| | { |
| | |
| | s_orientation = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform sampler2DRect oTex;\n" |
| | " uniform float size; void main(){\n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].st);\n" |
| | " vec4 oo = texture2DRect(oTex, cc.rg);\n" |
| | " gl_FragColor.rg = cc.rg;\n" |
| | " gl_FragColor.b = oo.a;\n" |
| | " gl_FragColor.a = size;}"); |
| |
|
| | _param_orientation_gtex = glGetUniformLocation(*program, "oTex"); |
| | _param_orientation_size = glGetUniformLocation(*program, "size"); |
| | GlobalUtil::_MaxOrientation = 0; |
| | GlobalUtil::_FullSupported = 0; |
| | std::cerr<<"Orientation simplified on this hardware"<<endl; |
| | } |
| |
|
| | if(GlobalUtil::_DescriptorPPT) LoadDescriptorShader(); |
| | if(s_descriptor_fp == NULL) |
| | { |
| | GlobalUtil::_DescriptorPPT = GlobalUtil::_FullSupported = 0; |
| | std::cerr<<"Descriptor ignored on this hardware"<<endl; |
| | } |
| |
|
| | s_zero_pass = new ProgramGLSL("void main(){gl_FragColor = vec4(0.0);}"); |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::LoadDisplayShaders() |
| | { |
| | s_copy_key = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "gl_FragColor.rg= texture2DRect(tex, gl_TexCoord[0].st).rg; gl_FragColor.ba = vec2(0.0,1.0); }"); |
| |
|
| |
|
| | ProgramGLSL * program; |
| | s_vertex_list = program = new ProgramGLSL( |
| | "uniform vec4 sizes; uniform sampler2DRect tex;\n" |
| | "void main(void){\n" |
| | "float fwidth = sizes.y; float twidth = sizes.z; float rwidth = sizes.w; \n" |
| | "float index = 0.1*(fwidth*floor(gl_TexCoord[0].y) + gl_TexCoord[0].x);\n" |
| | "float px = mod(index, twidth);\n" |
| | "vec2 tpos= floor(vec2(px, index*rwidth))+0.5;\n" |
| | "vec4 cc = texture2DRect(tex, tpos );\n" |
| | "float size = 3.0 * cc.a; //sizes.x;// \n" |
| | "gl_FragColor.zw = vec2(0.0, 1.0);\n" |
| | "if(any(lessThan(cc.xy,vec2(0.0)))) {gl_FragColor.xy = cc.xy; }\n" |
| | "else {float type = fract(px);\n" |
| | "vec2 dxy = vec2(0); \n" |
| | "dxy.x = type < 0.1 ? 0.0 : (((type <0.5) || (type > 0.9))? size : -size);\n" |
| | "dxy.y = type < 0.2 ? 0.0 : (((type < 0.3) || (type > 0.7) )? -size :size); \n" |
| | "float s = sin(cc.b); float c = cos(cc.b); \n" |
| | "gl_FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n" |
| | "gl_FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n}\n"); |
| |
|
| | _param_genvbo_size = glGetUniformLocation(*program, "sizes"); |
| |
|
| | s_display_gaussian = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(void){float r = texture2DRect(tex, gl_TexCoord[0].st).r;\n" |
| | "gl_FragColor = vec4(r, r, r, 1);}" ); |
| |
|
| | s_display_dog = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(void){float g = 0.5+(20.0*texture2DRect(tex, gl_TexCoord[0].st).g);\n" |
| | "gl_FragColor = vec4(g, g, g, 0.0);}" ); |
| |
|
| | s_display_grad = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(void){\n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].st);gl_FragColor = vec4(5.0* cc.bbb, 1.0);}"); |
| |
|
| | s_display_keys= new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(void){\n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].st);\n" |
| | " 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));}"); |
| | } |
| |
|
| | void ShaderBagGLSL::LoadKeypointShader(float threshold, float edge_threshold) |
| | { |
| | float threshold0 = threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f); |
| | float threshold1 = threshold; |
| | float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold; |
| | ostringstream out;; |
| | streampos pos; |
| |
|
| | |
| | |
| | |
| | if(GlobalUtil::_DarknessAdaption) |
| | { |
| | out << "#define THRESHOLD0 (" << threshold0 << " * min(2.0 * cc.r + 0.1, 1.0))\n" |
| | "#define THRESHOLD1 (" << threshold1 << " * min(2.0 * cc.r + 0.1, 1.0))\n" |
| | "#define THRESHOLD2 " << threshold2 << "\n"; |
| | }else |
| | { |
| | out << "#define THRESHOLD0 " << threshold0 << "\n" |
| | "#define THRESHOLD1 " << threshold1 << "\n" |
| | "#define THRESHOLD2 " << threshold2 << "\n"; |
| | } |
| |
|
| | out<< |
| | "uniform sampler2DRect tex, texU, texD; void main ()\n" |
| | "{\n" |
| | " vec4 v1, v2, gg, temp;\n" |
| | " vec2 TexRU = vec2(gl_TexCoord[2].x, gl_TexCoord[4].y); \n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n" |
| | " temp = texture2DRect(tex, gl_TexCoord[1].xy);\n" |
| | " v1.x = temp.g; gg.x = temp.r;\n" |
| | " temp = texture2DRect(tex, gl_TexCoord[2].xy) ;\n" |
| | " v1.y = temp.g; gg.y = temp.r;\n" |
| | " temp = texture2DRect(tex, gl_TexCoord[3].xy) ;\n" |
| | " v1.z = temp.g; gg.z = temp.r;\n" |
| | " temp = texture2DRect(tex, gl_TexCoord[4].xy) ;\n" |
| | " v1.w = temp.g; gg.w = temp.r;\n" |
| | " v2.x = texture2DRect(tex, gl_TexCoord[5].xy).g;\n" |
| | " v2.y = texture2DRect(tex, gl_TexCoord[6].xy).g;\n" |
| | " v2.z = texture2DRect(tex, gl_TexCoord[7].xy).g;\n" |
| | " v2.w = texture2DRect(tex, TexRU.xy).g;\n" |
| | " vec2 dxdy = (gg.yw - gg.xz); \n" |
| | " float grad = 0.5*length(dxdy);\n" |
| | " float theta = grad==0.0? 0.0: atan(dxdy.y, dxdy.x);\n" |
| | " gl_FragData[0] = vec4(cc.rg, grad, theta);\n" |
| |
|
| | |
| | |
| | |
| | << |
| | " float dog = 0.0; \n" |
| | " gl_FragData[1] = vec4(0, 0, 0, 0); \n" |
| | " dog = cc.g > float(THRESHOLD0) && all(greaterThan(cc.gggg, max(v1, v2)))?1.0: 0.0;\n" |
| | " dog = cc.g < float(-THRESHOLD0) && all(lessThan(cc.gggg, min(v1, v2)))?0.5: dog;\n" |
| | " if(dog == 0.0) return;\n"; |
| |
|
| | pos = out.tellp(); |
| | |
| | |
| | |
| |
|
| | out<< |
| | " float fxx, fyy, fxy; \n" |
| | " vec4 D2 = v1.xyzw - cc.gggg;\n" |
| | " vec2 D4 = v2.xw - v2.yz;\n" |
| | " fxx = D2.x + D2.y;\n" |
| | " fyy = D2.z + D2.w;\n" |
| | " fxy = 0.25*(D4.x + D4.y);\n" |
| | " float fxx_plus_fyy = fxx + fyy;\n" |
| | " float score_up = fxx_plus_fyy*fxx_plus_fyy; \n" |
| | " float score_down = (fxx*fyy - fxy*fxy);\n" |
| | " if( score_down <= 0.0 || score_up > THRESHOLD2 * score_down)return;\n"; |
| |
|
| | |
| | out<<" \n" |
| | " vec2 D5 = 0.5*(v1.yw-v1.xz); \n" |
| | " float fx = D5.x, fy = D5.y ; \n" |
| | " float fs, fss , fxs, fys ; \n" |
| | " vec2 v3; vec4 v4, v5, v6;\n" |
| | |
| | << |
| | " v3.x = texture2DRect(texU, gl_TexCoord[0].xy).g;\n" |
| | " v4.x = texture2DRect(texU, gl_TexCoord[1].xy).g;\n" |
| | " v4.y = texture2DRect(texU, gl_TexCoord[2].xy).g;\n" |
| | " v4.z = texture2DRect(texU, gl_TexCoord[3].xy).g;\n" |
| | " v4.w = texture2DRect(texU, gl_TexCoord[4].xy).g;\n" |
| | " v6.x = texture2DRect(texU, gl_TexCoord[5].xy).g;\n" |
| | " v6.y = texture2DRect(texU, gl_TexCoord[6].xy).g;\n" |
| | " v6.z = texture2DRect(texU, gl_TexCoord[7].xy).g;\n" |
| | " v6.w = texture2DRect(texU, TexRU.xy).g;\n" |
| | |
| | |
| | |
| | << |
| | " if(dog == 1.0)\n" |
| | " {\n" |
| | " if(cc.g < v3.x || any(lessThan(cc.gggg, v4)) ||any(lessThan(cc.gggg, v6)))return; \n" |
| | " v3.y = texture2DRect(texD, gl_TexCoord[0].xy).g;\n" |
| | " v5.x = texture2DRect(texD, gl_TexCoord[1].xy).g;\n" |
| | " v5.y = texture2DRect(texD, gl_TexCoord[2].xy).g;\n" |
| | " v5.z = texture2DRect(texD, gl_TexCoord[3].xy).g;\n" |
| | " v5.w = texture2DRect(texD, gl_TexCoord[4].xy).g;\n" |
| | " v6.x = texture2DRect(texD, gl_TexCoord[5].xy).g;\n" |
| | " v6.y = texture2DRect(texD, gl_TexCoord[6].xy).g;\n" |
| | " v6.z = texture2DRect(texD, gl_TexCoord[7].xy).g;\n" |
| | " v6.w = texture2DRect(texD, TexRU.xy).g;\n" |
| | " if(cc.g < v3.y || any(lessThan(cc.gggg, v5)) ||any(lessThan(cc.gggg, v6)))return; \n" |
| | " }\n" |
| | |
| | << |
| | " else{\n" |
| | " if(cc.g > v3.x || any(greaterThan(cc.gggg, v4)) ||any(greaterThan(cc.gggg, v6)))return; \n" |
| | " v3.y = texture2DRect(texD, gl_TexCoord[0].xy).g;\n" |
| | " v5.x = texture2DRect(texD, gl_TexCoord[1].xy).g;\n" |
| | " v5.y = texture2DRect(texD, gl_TexCoord[2].xy).g;\n" |
| | " v5.z = texture2DRect(texD, gl_TexCoord[3].xy).g;\n" |
| | " v5.w = texture2DRect(texD, gl_TexCoord[4].xy).g;\n" |
| | " v6.x = texture2DRect(texD, gl_TexCoord[5].xy).g;\n" |
| | " v6.y = texture2DRect(texD, gl_TexCoord[6].xy).g;\n" |
| | " v6.z = texture2DRect(texD, gl_TexCoord[7].xy).g;\n" |
| | " v6.w = texture2DRect(texD, TexRU.xy).g;\n" |
| | " if(cc.g > v3.y || any(greaterThan(cc.gggg, v5)) ||any(greaterThan(cc.gggg, v6)))return; \n" |
| | " }\n"; |
| |
|
| | if(GlobalUtil::_SubpixelLocalization) |
| |
|
| | |
| | out << |
| | " fs = 0.5*( v3.x - v3.y ); \n" |
| | " fss = v3.x + v3.y - cc.g - cc.g;\n" |
| | " fxs = 0.25 * ( v4.y + v5.x - v4.x - v5.y);\n" |
| | " fys = 0.25 * ( v4.w + v5.z - v4.z - v5.w);\n" |
| |
|
| | |
| | |
| | |
| | |
| | |
| | |
| |
|
| | |
| | |
| |
|
| | |
| | |
| | |
| | |
| | |
| |
|
| | |
| | << |
| | " vec3 dxys = vec3(0.0); \n" |
| | " vec4 A0, A1, A2 ; \n" |
| | " A0 = vec4(fxx, fxy, fxs, -fx); \n" |
| | " A1 = vec4(fxy, fyy, fys, -fy); \n" |
| | " A2 = vec4(fxs, fys, fss, -fs); \n" |
| | " vec3 x3 = abs(vec3(fxx, fxy, fxs)); \n" |
| | " float maxa = max(max(x3.x, x3.y), x3.z); \n" |
| | " if(maxa >= 1e-10 ) { \n" |
| | " if(x3.y ==maxa ) \n" |
| | " { \n" |
| | " vec4 TEMP = A1; A1 = A0; A0 = TEMP; \n" |
| | " }else if( x3.z == maxa ) \n" |
| | " { \n" |
| | " vec4 TEMP = A2; A2 = A0; A0 = TEMP; \n" |
| | " } \n" |
| | " A0 /= A0.x; \n" |
| | " A1 -= A1.x * A0; \n" |
| | " A2 -= A2.x * A0; \n" |
| | " vec2 x2 = abs(vec2(A1.y, A2.y)); \n" |
| | " if( x2.y > x2.x ) \n" |
| | " { \n" |
| | " vec3 TEMP = A2.yzw; \n" |
| | " A2.yzw = A1.yzw; \n" |
| | " A1.yzw = TEMP; \n" |
| | " x2.x = x2.y; \n" |
| | " } \n" |
| | " if(x2.x >= 1e-10) { \n" |
| | " A1.yzw /= A1.y; \n" |
| | " A2.yzw -= A2.y * A1.yzw; \n" |
| | " if(abs(A2.z) >= 1e-10) { \n" |
| | |
| | << |
| | " \n" |
| | " dxys.z = A2.w /A2.z; \n" |
| | " dxys.y = A1.w - dxys.z*A1.z; \n" |
| | " dxys.x = A0.w - dxys.z*A0.z - dxys.y*A0.y; \n" |
| |
|
| | |
| | << |
| | " bool dog_test = (abs(cc.g + 0.5*dot(vec3(fx, fy, fs), dxys ))<= float(THRESHOLD1)) ;\n" |
| | " if(dog_test || any(greaterThan(abs(dxys), vec3(1.0)))) dog = 0.0;\n" |
| | " }\n" |
| | " }\n" |
| | " }\n" |
| | |
| | << |
| | " gl_FragData[1] = vec4( dog, dxys); \n"; |
| | else |
| |
|
| | out<< |
| | " gl_FragData[1] = vec4( dog, 0.0, 0.0, 0.0) ; \n"; |
| |
|
| | out<< |
| | "}\n" <<'\0'; |
| |
|
| |
|
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| | if(program->IsNative()) |
| | { |
| | s_keypoint = program ; |
| | |
| | }else |
| | { |
| | delete program; |
| | out.seekp(pos); |
| | out << |
| | " gl_FragData[1] = vec4(dog, 0.0, 0.0, 0.0) ; \n" |
| | "}\n" <<'\0'; |
| | s_keypoint = program = new ProgramGLSL(out.str().c_str()); |
| | GlobalUtil::_SubpixelLocalization = 0; |
| | std::cerr<<"Detection simplified on this hardware"<<endl; |
| | } |
| |
|
| | _param_dog_texu = glGetUniformLocation(*program, "texU"); |
| | _param_dog_texd = glGetUniformLocation(*program, "texD"); |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::SetDogTexParam(int texU, int texD) |
| | { |
| | glUniform1i(_param_dog_texu, 1); |
| | glUniform1i(_param_dog_texd, 2); |
| | } |
| |
|
| | void ShaderBagGLSL::SetGenListStepParam(int tex, int tex0) |
| | { |
| | glUniform1i(_param_genlist_step_tex0, 1); |
| | } |
| | void ShaderBagGLSL::SetGenVBOParam( float width, float fwidth, float size) |
| | { |
| | float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width}; |
| | glUniform4fv(_param_genvbo_size, 1, sizes); |
| |
|
| | } |
| |
|
| |
|
| |
|
| | void ShaderBagGLSL::UnloadProgram() |
| | { |
| | glUseProgram(0); |
| | } |
| |
|
| |
|
| |
|
| | void ShaderBagGLSL::LoadGenListShader(int ndoglev, int nlev) |
| | { |
| | ProgramGLSL * program; |
| |
|
| | s_genlist_init_tight = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main (void){\n" |
| | "vec4 helper = vec4( texture2DRect(tex, gl_TexCoord[0].xy).r, texture2DRect(tex, gl_TexCoord[1].xy).r,\n" |
| | "texture2DRect(tex, gl_TexCoord[2].xy).r, texture2DRect(tex, gl_TexCoord[3].xy).r);\n" |
| | "gl_FragColor = vec4(greaterThan(helper, vec4(0.0,0.0,0.0,0.0)));\n" |
| | "}"); |
| |
|
| |
|
| | s_genlist_init_ex = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex;uniform vec2 bbox;\n" |
| | "void main (void ){\n" |
| | "vec4 helper = vec4( texture2DRect(tex, gl_TexCoord[0].xy).r, texture2DRect(tex, gl_TexCoord[1].xy).r,\n" |
| | "texture2DRect(tex, gl_TexCoord[2].xy).r, texture2DRect(tex, gl_TexCoord[3].xy).r);\n" |
| | "bvec4 helper2 = bvec4( \n" |
| | "all(lessThan(gl_TexCoord[0].xy , bbox)) && helper.x >0.0,\n" |
| | "all(lessThan(gl_TexCoord[1].xy , bbox)) && helper.y >0.0,\n" |
| | "all(lessThan(gl_TexCoord[2].xy , bbox)) && helper.z >0.0,\n" |
| | "all(lessThan(gl_TexCoord[3].xy , bbox)) && helper.w >0.0);\n" |
| | "gl_FragColor = vec4(helper2);\n" |
| | "}"); |
| | _param_genlist_init_bbox = glGetUniformLocation( *program, "bbox"); |
| |
|
| |
|
| | |
| | s_genlist_histo = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main (void){\n" |
| | "vec4 helper; vec4 helper2; \n" |
| | "helper = texture2DRect(tex, gl_TexCoord[0].xy); helper2.xy = helper.xy + helper.zw; \n" |
| | "helper = texture2DRect(tex, gl_TexCoord[1].xy); helper2.zw = helper.xy + helper.zw; \n" |
| | "gl_FragColor.rg = helper2.xz + helper2.yw;\n" |
| | "helper = texture2DRect(tex, gl_TexCoord[2].xy); helper2.xy = helper.xy + helper.zw; \n" |
| | "helper = texture2DRect(tex, gl_TexCoord[3].xy); helper2.zw = helper.xy + helper.zw; \n" |
| | "gl_FragColor.ba= helper2.xz+helper2.yw;\n" |
| | "}"); |
| |
|
| |
|
| | |
| | s_genlist_start= program = LoadGenListStepShader(1, 1); |
| | _param_ftex_width= glGetUniformLocation(*program, "width"); |
| | _param_genlist_start_tex0 = glGetUniformLocation(*program, "tex0"); |
| | |
| | s_genlist_step = program = LoadGenListStepShader(0, 1); |
| | _param_genlist_step_tex0= glGetUniformLocation(*program, "tex0"); |
| |
|
| | } |
| |
|
| | void ShaderBagGLSL::SetMarginCopyParam(int xmax, int ymax) |
| | { |
| | float truncate[2] = {xmax - 0.5f , ymax - 0.5f}; |
| | glUniform2fv(_param_margin_copy_truncate, 1, truncate); |
| | } |
| |
|
| | void ShaderBagGLSL::SetGenListInitParam(int w, int h) |
| | { |
| | float bbox[2] = {w - 1.0f, h - 1.0f}; |
| | glUniform2fv(_param_genlist_init_bbox, 1, bbox); |
| | } |
| | void ShaderBagGLSL::SetGenListStartParam(float width, int tex0) |
| | { |
| | glUniform1f(_param_ftex_width, width); |
| | glUniform1i(_param_genlist_start_tex0, 0); |
| | } |
| |
|
| |
|
| | ProgramGLSL* ShaderBagGLSL::LoadGenListStepShader(int start, int step) |
| | { |
| | int i; |
| | |
| | ostringstream out; |
| |
|
| | for(i = 0; i < step; i++) out<<"uniform sampler2DRect tex"<<i<<";\n"; |
| | if(start) |
| | { |
| | out<<"uniform float width;\n"; |
| | out<<"void main(void){\n"; |
| | out<<"float index = floor(gl_TexCoord[0].y) * width + floor(gl_TexCoord[0].x);\n"; |
| | out<<"vec2 pos = vec2(0.5, 0.5);\n"; |
| | }else |
| | { |
| | out<<"uniform sampler2DRect tex;\n"; |
| | out<<"void main(void){\n"; |
| | out<<"vec4 tc = texture2DRect( tex, gl_TexCoord[0].xy);\n"; |
| | out<<"vec2 pos = tc.rg; float index = tc.b;\n"; |
| | } |
| | out<<"vec2 sum; vec4 cc;\n"; |
| |
|
| |
|
| | if(step>0) |
| | { |
| | out<<"vec2 cpos = vec2(-0.5, 0.5);\t vec2 opos;\n"; |
| | for(i = 0; i < step; i++) |
| | { |
| |
|
| | out<<"cc = texture2DRect(tex"<<i<<", pos);\n"; |
| | out<<"sum.x = cc.r + cc.g; sum.y = sum.x + cc.b; \n"; |
| | out<<"if (index <cc.r){ opos = cpos.xx;}\n"; |
| | out<<"else if(index < sum.x ) {opos = cpos.yx; index -= cc.r;}\n"; |
| | out<<"else if(index < sum.y ) {opos = cpos.xy; index -= sum.x;}\n"; |
| | out<<"else {opos = cpos.yy; index -= sum.y;}\n"; |
| | out<<"pos = (pos + pos + opos);\n"; |
| | } |
| | } |
| | out<<"gl_FragColor = vec4(pos, index, 1.0);\n"; |
| | out<<"}\n"<<'\0'; |
| | return new ProgramGLSL(out.str().c_str()); |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::LoadOrientationShader() |
| | { |
| | ostringstream out; |
| |
|
| | if(GlobalUtil::_IsNvidia) |
| | { |
| | out << "#pragma optionNV(ifcvt none)\n" |
| | "#pragma optionNV(unroll all)\n"; |
| | } |
| |
|
| | out<<"\n" |
| | "#define GAUSSIAN_WF float("<<GlobalUtil::_OrientationGaussianFactor<<") \n" |
| | "#define SAMPLE_WF float("<<GlobalUtil::_OrientationWindowFactor<< " )\n" |
| | "#define ORIENTATION_THRESHOLD "<< GlobalUtil::_MulitiOrientationThreshold << "\n" |
| | "uniform sampler2DRect tex; \n" |
| | "uniform sampler2DRect gradTex; \n" |
| | "uniform vec4 size; \n" |
| | << ((GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)? " uniform sampler2DRect texS; \n" : " ") << |
| | "void main() \n" |
| | "{ \n" |
| | " vec4 bins[10]; \n" |
| | " bins[0] = vec4(0.0);bins[1] = vec4(0.0);bins[2] = vec4(0.0); \n" |
| | " bins[3] = vec4(0.0);bins[4] = vec4(0.0);bins[5] = vec4(0.0); \n" |
| | " bins[6] = vec4(0.0);bins[7] = vec4(0.0);bins[8] = vec4(0.0); \n" |
| | " vec4 loc = texture2DRect(tex, gl_TexCoord[0].xy); \n" |
| | " vec2 pos = loc.xy; \n" |
| | " bool orientation_mode = (size.z != 0.0); \n" |
| | " float sigma = orientation_mode? abs(size.z) : loc.w; \n"; |
| | if(GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign) |
| | { |
| | out<< |
| | " if(orientation_mode){\n" |
| | " vec4 offset = texture2DRect(texS, pos);\n" |
| | " pos.xy = pos.xy + offset.yz; \n" |
| | " sigma = sigma * pow(size.w, offset.w);\n" |
| | " #if "<< GlobalUtil::_KeepExtremumSign << "\n" |
| | " if(offset.x < 0.6) sigma = -sigma; \n" |
| | " #endif\n" |
| | " }\n"; |
| | } |
| | out<< |
| | " //bool fixed_orientation = (size.z < 0.0); \n" |
| | " if(size.z < 0.0) {gl_FragData[0] = vec4(pos, 0.0, sigma); return;}" |
| | " float gsigma = sigma * GAUSSIAN_WF; \n" |
| | " vec2 win = abs(vec2(sigma * (SAMPLE_WF * GAUSSIAN_WF))) ; \n" |
| | " vec2 dim = size.xy; \n" |
| | " float dist_threshold = win.x*win.x+0.5; \n" |
| | " float factor = -0.5/(gsigma*gsigma); \n" |
| | " vec4 sz; vec2 spos; \n" |
| | " //if(any(pos.xy <= 1)) discard; \n" |
| | " sz.xy = max( pos - win, vec2(1,1)); \n" |
| | " sz.zw = min( pos + win, dim-vec2(2, 2)); \n" |
| | " sz = floor(sz)+0.5;"; |
| | |
| |
|
| | out<<"\n" |
| | " for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n" |
| | " { \n" |
| | " for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n" |
| | " { \n" |
| | " vec2 offset = spos - pos; \n" |
| | " float sq_dist = dot(offset,offset); \n" |
| | " if( sq_dist < dist_threshold){ \n" |
| | " vec4 cc = texture2DRect(gradTex, spos); \n" |
| | " float grad = cc.b; float theta = cc.a; \n" |
| | " float idx = floor(degrees(theta)*0.1); \n" |
| | " if(idx < 0.0 ) idx += 36.0; \n" |
| | " float weight = grad*exp(sq_dist * factor); \n" |
| | " float vidx = fract(idx * 0.25) * 4.0;//mod(idx, 4.0) ; \n" |
| | " vec4 inc = weight*vec4(equal(vec4(vidx), vec4(0.0,1.0,2.0,3.0)));"; |
| |
|
| | if(GlobalUtil::_UseDynamicIndexing) |
| | { |
| | |
| | out<<"\n" |
| | " int iidx = int((idx*0.25)); \n" |
| | " bins[iidx]+=inc; \n" |
| | " } \n" |
| | " } \n" |
| | " }"; |
| |
|
| | }else |
| | { |
| | |
| | |
| | out<<"\n" |
| | " if(idx < 16.0) \n" |
| | " { \n" |
| | " if(idx < 8.0) \n" |
| | " { \n" |
| | " if(idx < 4.0) { bins[0]+=inc;} \n" |
| | " else { bins[1]+=inc;} \n" |
| | " }else \n" |
| | " { \n" |
| | " if(idx < 12.0){ bins[2]+=inc;} \n" |
| | " else { bins[3]+=inc;} \n" |
| | " } \n" |
| | " }else if(idx < 32.0) \n" |
| | " { \n" |
| | " if(idx < 24.0) \n" |
| | " { \n" |
| | " if(idx <20.0) { bins[4]+=inc;} \n" |
| | " else { bins[5]+=inc;} \n" |
| | " }else \n" |
| | " { \n" |
| | " if(idx < 28.0){ bins[6]+=inc;} \n" |
| | " else { bins[7]+=inc;} \n" |
| | " } \n" |
| | " }else \n" |
| | " { \n" |
| | " bins[8]+=inc; \n" |
| | " } \n" |
| | " } \n" |
| | " } \n" |
| | " }"; |
| |
|
| | } |
| |
|
| | WriteOrientationCodeToStream(out); |
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| | if(program->IsNative()) |
| | { |
| | s_orientation = program ; |
| | _param_orientation_gtex = glGetUniformLocation(*program, "gradTex"); |
| | _param_orientation_size = glGetUniformLocation(*program, "size"); |
| | _param_orientation_stex = glGetUniformLocation(*program, "texS"); |
| | }else |
| | { |
| | delete program; |
| | } |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::WriteOrientationCodeToStream(std::ostream& out) |
| | { |
| | |
| | |
| | |
| | |
| | |
| | |
| |
|
| |
|
| | |
| |
|
| | |
| | out<<"\n" |
| | " //mat3 m1 = mat3(1, 0, 0, 3, 1, 0, 6, 3, 1)/27.0; \n" |
| | " mat3 m1 = mat3(1, 3, 6, 0, 1, 3,0, 0, 1)/27.0; \n" |
| | " mat4 m2 = mat4(7, 6, 3, 1, 6, 7, 6, 3, 3, 6, 7, 6, 1, 3, 6, 7)/27.0;\n" |
| | " #define FILTER_CODE(i) { \\\n" |
| | " vec4 newb = (bins[i]* m2); \\\n" |
| | " newb.xyz += ( prev.yzw * m1); \\\n" |
| | " prev = bins[i]; \\\n" |
| | " newb.wzy += ( bins[i+1].zyx *m1); \\\n" |
| | " bins[i] = newb;}\n" |
| | " for (int j=0; j<2; j++) \n" |
| | " { \n" |
| | " vec4 prev = bins[8]; \n" |
| | " bins[9] = bins[0]; \n"; |
| |
|
| | if(GlobalUtil::_KeepShaderLoop) |
| | { |
| | out<< |
| | " for (int i=0; i<9; i++) \n" |
| | " { \n" |
| | " FILTER_CODE(i); \n" |
| | " } \n" |
| | " }"; |
| |
|
| | }else |
| | { |
| | |
| | out << |
| | " FILTER_CODE(0);\n" |
| | " FILTER_CODE(1);\n" |
| | " FILTER_CODE(2);\n" |
| | " FILTER_CODE(3);\n" |
| | " FILTER_CODE(4);\n" |
| | " FILTER_CODE(5);\n" |
| | " FILTER_CODE(6);\n" |
| | " FILTER_CODE(7);\n" |
| | " FILTER_CODE(8);\n" |
| | " }\n"; |
| | } |
| | |
| | out<<"\n" |
| | " vec4 maxh; vec2 maxh2; \n" |
| | " vec4 maxh4 = max(max(max(max(max(max(max(max(bins[0], bins[1]), bins[2]), \n" |
| | " bins[3]), bins[4]), bins[5]), bins[6]), bins[7]), bins[8]);\n" |
| | " maxh2 = max(maxh4.xy, maxh4.zw); maxh = vec4(max(maxh2.x, maxh2.y));"; |
| |
|
| | std::string testpeak_code; |
| | std::string savepeak_code; |
| |
|
| | |
| |
|
| | if(GlobalUtil::_MaxOrientation>1) |
| | { |
| | out<<"\n" |
| | " vec4 Orientations = vec4(0.0, 0.0, 0.0, 0.0); \n" |
| | " vec4 weights = vec4(0.0,0.0,0.0,0.0); "; |
| |
|
| | testpeak_code = "\\\n" |
| | " {test = greaterThan(bins[i], hh);"; |
| |
|
| | |
| | if(GlobalUtil::_MaxOrientation ==2) |
| | { |
| | savepeak_code = "\\\n" |
| | " if(weight <=weights.g){}\\\n" |
| | " else if(weight >weights.r)\\\n" |
| | " {weights.rg = vec2(weight, weights.r); Orientations.rg = vec2(th, Orientations.r);}\\\n" |
| | " else {weights.g = weight; Orientations.g = th;}"; |
| | }else if(GlobalUtil::_MaxOrientation ==3) |
| | { |
| | savepeak_code = "\\\n" |
| | " if(weight <=weights.b){}\\\n" |
| | " else if(weight >weights.r)\\\n" |
| | " {weights.rgb = vec3(weight, weights.rg); Orientations.rgb = vec3(th, Orientations.rg);}\\\n" |
| | " else if(weight >weights.g)\\\n" |
| | " {weights.gb = vec2(weight, weights.g); Orientations.gb = vec2(th, Orientations.g);}\\\n" |
| | " else {weights.b = weight; Orientations.b = th;}"; |
| | }else |
| | { |
| | savepeak_code = "\\\n" |
| | " if(weight <=weights.a){}\\\n" |
| | " else if(weight >weights.r)\\\n" |
| | " {weights = vec4(weight, weights.rgb); Orientations = vec4(th, Orientations.rgb);}\\\n" |
| | " else if(weight >weights.g)\\\n" |
| | " {weights.gba = vec3(weight, weights.gb); Orientations.gba = vec3(th, Orientations.gb);}\\\n" |
| | " else if(weight >weights.b)\\\n" |
| | " {weights.ba = vec2(weight, weights.b); Orientations.ba = vec2(th, Orientations.b);}\\\n" |
| | " else {weights.a = weight; Orientations.a = th;}"; |
| | } |
| |
|
| | }else |
| | { |
| | out<<"\n" |
| | " float Orientation; "; |
| | testpeak_code ="\\\n" |
| | " if(npeaks<=0.0){\\\n" |
| | " test = equal(bins[i], maxh) ;"; |
| | savepeak_code="\\\n" |
| | " npeaks++; \\\n" |
| | " Orientation = th;"; |
| |
|
| | } |
| | |
| | out <<"\n" |
| | " #define FINDPEAK(i, k)" <<testpeak_code<<"\\\n" |
| | " if( any ( test) ) \\\n" |
| | " { \\\n" |
| | " if(test.r && bins[i].x > prevb && bins[i].x > bins[i].y ) \\\n" |
| | " { \\\n" |
| | " float di = -0.5 * (bins[i].y-prevb) / (bins[i].y+prevb-bins[i].x - bins[i].x) ; \\\n" |
| | " float th = (k+di+0.5); float weight = bins[i].x;" |
| | <<savepeak_code<<"\\\n" |
| | " }\\\n" |
| | " else if(test.g && all( greaterThan(bins[i].yy , bins[i].xz)) ) \\\n" |
| | " { \\\n" |
| | " float di = -0.5 * (bins[i].z-bins[i].x) / (bins[i].z+bins[i].x-bins[i].y- bins[i].y) ; \\\n" |
| | " float th = (k+di+1.5); float weight = bins[i].y; " |
| | <<savepeak_code<<" \\\n" |
| | " }\\\n" |
| | " if(test.b && all( greaterThan( bins[i].zz , bins[i].yw)) ) \\\n" |
| | " { \\\n" |
| | " float di = -0.5 * (bins[i].w-bins[i].y) / (bins[i].w+bins[i].y-bins[i].z- bins[i].z) ; \\\n" |
| | " float th = (k+di+2.5); float weight = bins[i].z; " |
| | <<savepeak_code<<" \\\n" |
| | " }\\\n" |
| | " else if(test.a && bins[i].w > bins[i].z && bins[i].w > bins[i+1].x ) \\\n" |
| | " { \\\n" |
| | " 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" |
| | " float th = (k+di+3.5); float weight = bins[i].w; " |
| | <<savepeak_code<<" \\\n" |
| | " }\\\n" |
| | " }}\\\n" |
| | " prevb = bins[i].w;"; |
| | |
| | |
| | |
| | if(GlobalUtil::_KeepShaderLoop) |
| | { |
| | out<<"\n" |
| | " vec4 hh = maxh * ORIENTATION_THRESHOLD; bvec4 test; \n" |
| | " bins[9] = bins[0]; \n" |
| | " float npeaks = 0.0, k = 0.0; \n" |
| | " float prevb = bins[8].w; \n" |
| | " for (int i = 0; i < 9; i++) \n" |
| | " {\n" |
| | " FINDPEAK(i, k);\n" |
| | " k = k + 4.0; \n" |
| | " }"; |
| | }else |
| | { |
| | |
| | out <<"\n" |
| | " vec4 hh = maxh * ORIENTATION_THRESHOLD; bvec4 test;\n" |
| | " bins[9] = bins[0]; \n" |
| | " float npeaks = 0.0; \n" |
| | " float prevb = bins[8].w; \n" |
| | " FINDPEAK(0, 0.0);\n" |
| | " FINDPEAK(1, 4.0);\n" |
| | " FINDPEAK(2, 8.0);\n" |
| | " FINDPEAK(3, 12.0);\n" |
| | " FINDPEAK(4, 16.0);\n" |
| | " FINDPEAK(5, 20.0);\n" |
| | " FINDPEAK(6, 24.0);\n" |
| | " FINDPEAK(7, 28.0);\n" |
| | " FINDPEAK(8, 32.0);\n"; |
| | } |
| | |
| | if(GlobalUtil::_MaxOrientation>1) |
| | { |
| | out<<"\n" |
| | " if(orientation_mode){\n" |
| | " npeaks = dot(vec4(1,1," |
| | <<(GlobalUtil::_MaxOrientation>2 ? 1 : 0)<<"," |
| | <<(GlobalUtil::_MaxOrientation >3? 1 : 0)<<"), vec4(greaterThan(weights, hh)));\n" |
| | " gl_FragData[0] = vec4(pos, npeaks, sigma);\n" |
| | " gl_FragData[1] = radians((Orientations )*10.0);\n" |
| | " }else{\n" |
| | " gl_FragData[0] = vec4(pos, radians((Orientations.x)*10.0), sigma);\n" |
| | " }\n"; |
| | }else |
| | { |
| | out<<"\n" |
| | " gl_FragData[0] = vec4(pos, radians((Orientation)*10.0), sigma);\n"; |
| | } |
| | |
| | out<<"\n" |
| | "}\n"<<'\0'; |
| |
|
| |
|
| | } |
| |
|
| | void ShaderBagGLSL::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step) |
| | { |
| | glUniform1i(_param_orientation_gtex, 1); |
| | glUniform1f(_param_orientation_size, sigma); |
| | } |
| |
|
| |
|
| |
|
| |
|
| | void ShaderBagGLSL::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex, float step) |
| | { |
| | |
| | glUniform1i(_param_orientation_gtex, 1); |
| |
|
| | if((GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)&& stex) |
| | { |
| | |
| | glUniform1i(_param_orientation_stex, 2); |
| | } |
| |
|
| | float size[4]; |
| | size[0] = (float)width; |
| | size[1] = (float)height; |
| | size[2] = sigma; |
| | size[3] = step; |
| | glUniform4fv(_param_orientation_size, 1, size); |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::LoadDescriptorShaderF2() |
| | { |
| | |
| | |
| | |
| | ostringstream out; |
| | out<<setprecision(8); |
| |
|
| | out<<"\n" |
| | "#define M_PI 3.14159265358979323846\n" |
| | "#define TWO_PI (2.0*M_PI)\n" |
| | "#define RPI 1.2732395447351626861510701069801\n" |
| | "#define WF size.z\n" |
| | "uniform sampler2DRect tex; \n" |
| | "uniform sampler2DRect gradTex; \n" |
| | "uniform vec4 dsize; \n" |
| | "uniform vec3 size; \n" |
| | "void main() \n" |
| | "{\n" |
| | " vec2 dim = size.xy; //image size \n" |
| | " float index = dsize.x*floor(gl_TexCoord[0].y * 0.5) + gl_TexCoord[0].x;\n" |
| | " float idx = 8.0 * fract(index * 0.125) + 8.0 * floor(2.0 * fract(gl_TexCoord[0].y * 0.5)); \n" |
| | " index = floor(index*0.125) + 0.49; \n" |
| | " vec2 coord = floor( vec2( mod(index, dsize.z), index*dsize.w)) + 0.5 ;\n" |
| | " vec2 pos = texture2DRect(tex, coord).xy; \n" |
| | " if(any(lessThanEqual(pos.xy, vec2(1.0))) || any(greaterThanEqual(pos.xy, dim-1.0)))// discard; \n" |
| | " { gl_FragData[0] = gl_FragData[1] = vec4(0.0); return; }\n" |
| | " float anglef = texture2DRect(tex, coord).z;\n" |
| | " if(anglef > M_PI) anglef -= TWO_PI;\n" |
| | " float sigma = texture2DRect(tex, coord).w; \n" |
| | " float spt = abs(sigma * WF); //default to be 3*sigma \n"; |
| |
|
| | |
| | out<< |
| | " vec4 cscs, rots; \n" |
| | " cscs.y = sin(anglef); cscs.x = cos(anglef); \n" |
| | " cscs.zw = - cscs.xy; \n" |
| | " rots = cscs /spt; \n" |
| | " cscs *= spt; \n"; |
| |
|
| | |
| | |
| | |
| | |
| |
|
| | out<< |
| | "vec4 temp; vec2 pt, offsetpt; \n" |
| | " /*the fraction part of idx is .5*/ \n" |
| | " offsetpt.x = 4.0* fract(idx*0.25) - 2.0; \n" |
| | " offsetpt.y = floor(idx*0.25) - 1.5; \n" |
| | " temp = cscs.xwyx*offsetpt.xyxy; \n" |
| | " pt = pos + temp.xz + temp.yw; \n"; |
| |
|
| | |
| | out<< |
| | " vec2 bwin = abs(cscs.xy); \n" |
| | " float bsz = bwin.x + bwin.y; \n" |
| | " vec4 sz; \n" |
| | " sz.xy = max(pt - vec2(bsz), vec2(1,1));\n" |
| | " sz.zw = min(pt + vec2(bsz), dim - vec2(2, 2)); \n" |
| | " sz = floor(sz)+0.5;"; |
| | |
| |
|
| | out<<"\n" |
| | " vec4 DA, DB; vec2 spos; \n" |
| | " DA = DB = vec4(0.0, 0.0, 0.0, 0.0); \n" |
| | " for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n" |
| | " { \n" |
| | " for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n" |
| | " { \n" |
| | " vec2 diff = spos - pt; \n" |
| | " temp = rots.xywx * diff.xyxy;\n" |
| | " vec2 nxy = (temp.xz + temp.yw); \n" |
| | " vec2 nxyn = abs(nxy); \n" |
| | " if(all( lessThan(nxyn, vec2(1.0)) ))\n" |
| | " {\n" |
| | " vec4 cc = texture2DRect(gradTex, spos); \n" |
| | " float mod = cc.b; float angle = cc.a; \n" |
| | " float theta0 = RPI * (anglef - angle); \n" |
| | " float theta = theta0 < 0.0? theta0 + 8.0 : theta0;;\n" |
| | " diff = nxy + offsetpt.xy; \n" |
| | " float ww = exp(-0.125*dot(diff, diff));\n" |
| | " vec2 weights = vec2(1) - nxyn;\n" |
| | " float weight = weights.x * weights.y *mod*ww; \n" |
| | " float theta1 = floor(theta); \n" |
| | " float weight2 = (theta - theta1) * weight;\n" |
| | " float weight1 = weight - weight2;\n" |
| | " DA += vec4(equal(vec4(theta1), vec4(0, 1, 2, 3)))*weight1;\n" |
| | " DA += vec4(equal(vec4(theta1), vec4(7, 0, 1, 2)))*weight2; \n" |
| | " DB += vec4(equal(vec4(theta1), vec4(4, 5, 6, 7)))*weight1;\n" |
| | " DB += vec4(equal(vec4(theta1), vec4(3, 4, 5, 6)))*weight2; \n" |
| | " }\n" |
| | " }\n" |
| | " }\n"; |
| |
|
| | out<< |
| | " gl_FragData[0] = DA; gl_FragData[1] = DB;\n" |
| | "}\n"<<'\0'; |
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| |
|
| | if(program->IsNative()) |
| | { |
| | s_descriptor_fp = program ; |
| | _param_descriptor_gtex = glGetUniformLocation(*program, "gradTex"); |
| | _param_descriptor_size = glGetUniformLocation(*program, "size"); |
| | _param_descriptor_dsize = glGetUniformLocation(*program, "dsize"); |
| | }else |
| | { |
| | delete program; |
| | } |
| |
|
| |
|
| | } |
| |
|
| | void ShaderBagGLSL::LoadDescriptorShader() |
| | { |
| | GlobalUtil::_DescriptorPPT = 16; |
| | LoadDescriptorShaderF2(); |
| | } |
| |
|
| |
|
| | void ShaderBagGLSL::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma) |
| | { |
| | |
| | glUniform1i(_param_descriptor_gtex, 1); |
| |
|
| | float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; |
| | glUniform4fv(_param_descriptor_dsize, 1, dsize); |
| | float size[3]; |
| | size[0] = width; |
| | size[1] = height; |
| | size[2] = GlobalUtil::_DescriptorWindowFactor; |
| | glUniform3fv(_param_descriptor_size, 1, size); |
| |
|
| | } |
| |
|
| | |
| |
|
| | void ShaderBagPKSL::LoadFixedShaders() |
| | { |
| | ProgramGLSL * program; |
| |
|
| |
|
| | s_gray = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "float intensity = dot(vec3(0.299, 0.587, 0.114), texture2DRect(tex,gl_TexCoord[0].xy ).rgb);\n" |
| | "gl_FragColor= vec4(intensity, intensity, intensity, 1.0);}" ); |
| |
|
| |
|
| | s_sampling = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "gl_FragColor= vec4( texture2DRect(tex,gl_TexCoord[0].st ).r,texture2DRect(tex,gl_TexCoord[1].st ).r,\n" |
| | " texture2DRect(tex,gl_TexCoord[2].st ).r,texture2DRect(tex,gl_TexCoord[3].st ).r);}" ); |
| |
|
| |
|
| | s_margin_copy = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform vec4 truncate; void main(){\n" |
| | "vec4 cc = texture2DRect(tex, min(gl_TexCoord[0].xy, truncate.xy)); \n" |
| | "bvec2 ob = lessThan(gl_TexCoord[0].xy, truncate.xy);\n" |
| | "if(ob.y) { gl_FragColor = (truncate.z ==0.0 ? cc.rrbb : cc.ggaa); } \n" |
| | "else if(ob.x) {gl_FragColor = (truncate.w <1.5 ? cc.rgrg : cc.baba);} \n" |
| | "else { vec4 weights = vec4(vec4(0.0, 1.0, 2.0, 3.0) == truncate.wwww);\n" |
| | "float v = dot(weights, cc); gl_FragColor = vec4(v);}}"); |
| |
|
| | _param_margin_copy_truncate = glGetUniformLocation(*program, "truncate"); |
| |
|
| |
|
| |
|
| | s_zero_pass = new ProgramGLSL("void main(){gl_FragColor = vec4(0.0);}"); |
| |
|
| |
|
| |
|
| | s_grad_pass = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform sampler2DRect texp; void main ()\n" |
| | "{\n" |
| | " vec4 v1, v2, gg;\n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n" |
| | " vec4 cp = texture2DRect(texp, gl_TexCoord[0].xy);\n" |
| | " gl_FragData[0] = cc - cp; \n" |
| | " vec4 cl = texture2DRect(tex, gl_TexCoord[1].xy); vec4 cr = texture2DRect(tex, gl_TexCoord[2].xy);\n" |
| | " vec4 cd = texture2DRect(tex, gl_TexCoord[3].xy); vec4 cu = texture2DRect(tex, gl_TexCoord[4].xy);\n" |
| | " vec4 dx = (vec4(cr.rb, cc.ga) - vec4(cc.rb, cl.ga)).zxwy;\n" |
| | " vec4 dy = (vec4(cu.rg, cc.ba) - vec4(cc.rg, cd.ba)).zwxy;\n" |
| | " vec4 grad = 0.5 * sqrt(dx*dx + dy * dy);\n" |
| | " gl_FragData[1] = grad;\n" |
| | " vec4 invalid = vec4(equal(grad, vec4(0.0))); \n" |
| | " vec4 ov = atan(dy, dx + invalid); \n" |
| | " gl_FragData[2] = ov; \n" |
| | "}\n\0"); |
| |
|
| | _param_grad_pass_texp = glGetUniformLocation(*program, "texp"); |
| |
|
| |
|
| | GlobalUtil::_OrientationPack2 = 0; |
| | LoadOrientationShader(); |
| |
|
| | if(s_orientation == NULL) |
| | { |
| | |
| | s_orientation = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform sampler2DRect oTex; uniform vec2 size; void main(){\n" |
| | " vec4 cc = texture2DRect(tex, gl_TexCoord[0].xy);\n" |
| | " vec2 co = cc.xy * 0.5; \n" |
| | " vec4 oo = texture2DRect(oTex, co);\n" |
| | " bvec2 bo = lessThan(fract(co), vec2(0.5)); \n" |
| | " float o = bo.y? (bo.x? oo.r : oo.g) : (bo.x? oo.b : oo.a); \n" |
| | " gl_FragColor = vec4(cc.rg, o, size.x * pow(size.y, cc.a));}"); |
| |
|
| | _param_orientation_gtex= glGetUniformLocation(*program, "oTex"); |
| | _param_orientation_size= glGetUniformLocation(*program, "size"); |
| | GlobalUtil::_MaxOrientation = 0; |
| | GlobalUtil::_FullSupported = 0; |
| | std::cerr<<"Orientation simplified on this hardware"<<endl; |
| | } |
| |
|
| | if(GlobalUtil::_DescriptorPPT) |
| | { |
| | LoadDescriptorShader(); |
| | if(s_descriptor_fp == NULL) |
| | { |
| | GlobalUtil::_DescriptorPPT = GlobalUtil::_FullSupported = 0; |
| | std::cerr<<"Descriptor ignored on this hardware"<<endl; |
| | } |
| | } |
| | } |
| |
|
| |
|
| | void ShaderBagPKSL::LoadDisplayShaders() |
| | { |
| | ProgramGLSL * program; |
| |
|
| | s_copy_key = new ProgramGLSL( |
| | "uniform sampler2DRect tex;void main(){\n" |
| | "gl_FragColor= vec4(texture2DRect(tex, gl_TexCoord[0].xy).rg, 0,1);}"); |
| |
|
| | |
| | |
| | s_vertex_list = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform vec4 sizes; void main(){\n" |
| | "float fwidth = sizes.y; \n" |
| | "float twidth = sizes.z; \n" |
| | "float rwidth = sizes.w; \n" |
| | "float index = 0.1*(fwidth*floor(gl_TexCoord[0].y) + gl_TexCoord[0].x);\n" |
| | "float px = mod(index, twidth);\n" |
| | "vec2 tpos= floor(vec2(px, index*rwidth))+0.5;\n" |
| | "vec4 cc = texture2DRect(tex, tpos );\n" |
| | "float size = 3.0 * cc.a; \n" |
| | "gl_FragColor.zw = vec2(0.0, 1.0);\n" |
| | "if(any(lessThan(cc.xy,vec2(0.0)))) {gl_FragColor.xy = cc.xy;}else \n" |
| | "{\n" |
| | " float type = fract(px);\n" |
| | " vec2 dxy; float s, c;\n" |
| | " dxy.x = type < 0.1 ? 0.0 : (((type <0.5) || (type > 0.9))? size : -size);\n" |
| | " dxy.y = type < 0.2 ? 0.0 : (((type < 0.3) || (type > 0.7) )? -size :size); \n" |
| | " s = sin(cc.b); c = cos(cc.b); \n" |
| | " gl_FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n" |
| | " gl_FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n" |
| | "}\n\0"); |
| | |
| |
|
| | _param_genvbo_size = glGetUniformLocation(*program, "sizes"); |
| |
|
| | s_display_gaussian = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "vec4 pc = texture2DRect(tex, gl_TexCoord[0].xy); bvec2 ff = lessThan(fract(gl_TexCoord[0].xy), vec2(0.5));\n" |
| | "float v = ff.y?(ff.x? pc.r : pc.g):(ff.x?pc.b:pc.a); gl_FragColor = vec4(vec3(v), 1.0);}"); |
| |
|
| | s_display_dog = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "vec4 pc = texture2DRect(tex, gl_TexCoord[0].xy); bvec2 ff = lessThan(fract(gl_TexCoord[0].xy), vec2(0.5));\n" |
| | "float v = ff.y ?(ff.x ? pc.r : pc.g):(ff.x ? pc.b : pc.a);float g = (0.5+20.0*v);\n" |
| | "gl_FragColor = vec4(g, g, g, 1.0);}" ); |
| |
|
| |
|
| | s_display_grad = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "vec4 pc = texture2DRect(tex, gl_TexCoord[0].xy); bvec2 ff = lessThan(fract(gl_TexCoord[0].xy), vec2(0.5));\n" |
| | "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); }"); |
| |
|
| | s_display_keys= new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main(){\n" |
| | "vec4 oc = texture2DRect(tex, gl_TexCoord[0].xy); \n" |
| | "vec4 cc = vec4(equal(abs(oc.rrrr), vec4(1.0, 2.0, 3.0, 4.0))); \n" |
| | "bvec2 ff = lessThan(fract(gl_TexCoord[0].xy) , vec2(0.5));\n" |
| | "float v = ff.y ?(ff.x ? cc.r : cc.g):(ff.x ? cc.b : cc.a);\n" |
| | "if(v == 0.0) discard; \n" |
| | "else if(oc.r > 0.0) gl_FragColor = vec4(1.0, 0.0, 0,1.0); \n" |
| | "else gl_FragColor = vec4(0.0,1.0,0.0,1.0); }" ); |
| | } |
| |
|
| | void ShaderBagPKSL::LoadOrientationShader(void) |
| | { |
| | ostringstream out; |
| | if(GlobalUtil::_IsNvidia) |
| | { |
| | out << "#pragma optionNV(ifcvt none)\n" |
| | "#pragma optionNV(unroll all)\n"; |
| | } |
| | out<<"\n" |
| | "#define GAUSSIAN_WF float("<<GlobalUtil::_OrientationGaussianFactor<<") \n" |
| | "#define SAMPLE_WF float("<<GlobalUtil::_OrientationWindowFactor<< " )\n" |
| | "#define ORIENTATION_THRESHOLD "<< GlobalUtil::_MulitiOrientationThreshold << "\n" |
| | "uniform sampler2DRect tex; uniform sampler2DRect gtex;\n" |
| | "uniform sampler2DRect otex; uniform vec4 size;\n" |
| | "void main() \n" |
| | "{ \n" |
| | " vec4 bins[10]; \n" |
| | " bins[0] = vec4(0.0);bins[1] = vec4(0.0);bins[2] = vec4(0.0); \n" |
| | " bins[3] = vec4(0.0);bins[4] = vec4(0.0);bins[5] = vec4(0.0); \n" |
| | " bins[6] = vec4(0.0);bins[7] = vec4(0.0);bins[8] = vec4(0.0); \n" |
| | " vec4 sift = texture2DRect(tex, gl_TexCoord[0].xy); \n" |
| | " vec2 pos = sift.xy; \n" |
| | " bool orientation_mode = (size.z != 0.0); \n" |
| | " float sigma = orientation_mode? (abs(size.z) * pow(size.w, sift.w) * sift.z) : (sift.w); \n" |
| | " //bool fixed_orientation = (size.z < 0.0); \n" |
| | " if(size.z < 0.0) {gl_FragData[0] = vec4(pos, 0.0, sigma); return;}" |
| | " float gsigma = sigma * GAUSSIAN_WF; \n" |
| | " vec2 win = abs(vec2(sigma * (SAMPLE_WF * GAUSSIAN_WF))); \n" |
| | " vec2 dim = size.xy; \n" |
| | " vec4 dist_threshold = vec4(win.x*win.x+0.5); \n" |
| | " float factor = -0.5/(gsigma*gsigma); \n" |
| | " vec4 sz; vec2 spos; \n" |
| | " //if(any(pos.xy <= float(1))) discard; \n" |
| | " sz.xy = max( pos - win, vec2(2.0,2.0)); \n" |
| | " sz.zw = min( pos + win, dim-vec2(3.0)); \n" |
| | " sz = floor(sz*0.5) + 0.5; "; |
| | |
| |
|
| | out<<"\n" |
| | " for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n" |
| | " { \n" |
| | " for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n" |
| | " { \n" |
| | " vec2 offset = 2.0 * spos - pos - vec2(0.5); \n" |
| | " vec4 off = vec4(offset, offset + vec2(1)); \n" |
| | " vec4 distsq = off.xzxz * off.xzxz + off.yyww * off.yyww; \n" |
| | " bvec4 inside = lessThan(distsq, dist_threshold); \n" |
| | " if(any(inside)) \n" |
| | " { \n" |
| | " vec4 gg = texture2DRect(gtex, spos); \n" |
| | " vec4 oo = texture2DRect(otex, spos); \n" |
| | " vec4 weight = gg * exp(distsq * factor); \n" |
| | " vec4 idxv = floor(degrees(oo)*0.1); \n" |
| | " idxv+= (vec4(lessThan(idxv, vec4(0.0)))*36.0); \n" |
| | " vec4 vidx = fract(idxv * 0.25) * 4.0;//mod(idxv, 4.0); \n"; |
| | |
| | if(GlobalUtil::_UseDynamicIndexing) |
| | { |
| | |
| | out<<"\n" |
| | " for(int i = 0 ; i < 4; i++)\n" |
| | " {\n" |
| | " if(inside[i])\n" |
| | " {\n" |
| | " float idx = idxv[i]; \n" |
| | " vec4 inc = weight[i] * vec4(equal(vec4(vidx[i]), vec4(0.0,1.0,2.0,3.0))); \n" |
| | " int iidx = int(floor(idx*0.25)); \n" |
| | " bins[iidx]+=inc; \n" |
| | " } \n" |
| | " } \n" |
| | " } \n" |
| | " } \n" |
| | " }"; |
| |
|
| | }else |
| | { |
| | |
| | |
| | |
| | out<<"\n" |
| | " for(int i = 0 ; i < 4; i++)\n" |
| | " {\n" |
| | " if(inside[i])\n" |
| | " {\n" |
| | " float idx = idxv[i]; \n" |
| | " vec4 inc = weight[i] * vec4(equal(vec4(vidx[i]), vec4(0,1,2,3))); \n" |
| | " if(idx < 16.0) \n" |
| | " { \n" |
| | " if(idx < 8.0) \n" |
| | " { \n" |
| | " if(idx < 4.0) { bins[0]+=inc;} \n" |
| | " else { bins[1]+=inc;} \n" |
| | " }else \n" |
| | " { \n" |
| | " if(idx < 12.0){ bins[2]+=inc;} \n" |
| | " else { bins[3]+=inc;} \n" |
| | " } \n" |
| | " }else if(idx < 32.0) \n" |
| | " { \n" |
| | " if(idx < 24.0) \n" |
| | " { \n" |
| | " if(idx <20.0) { bins[4]+=inc;} \n" |
| | " else { bins[5]+=inc;} \n" |
| | " }else \n" |
| | " { \n" |
| | " if(idx < 28.0){ bins[6]+=inc;} \n" |
| | " else { bins[7]+=inc;} \n" |
| | " } \n" |
| | " }else \n" |
| | " { \n" |
| | " bins[8]+=inc; \n" |
| | " } \n" |
| | " } \n" |
| | " } \n" |
| | " } \n" |
| | " } \n" |
| | " }"; |
| |
|
| | } |
| |
|
| | |
| | ShaderBagGLSL::WriteOrientationCodeToStream(out); |
| |
|
| |
|
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| | if(program->IsNative()) |
| | { |
| | s_orientation = program ; |
| | _param_orientation_gtex = glGetUniformLocation(*program, "gtex"); |
| | _param_orientation_otex = glGetUniformLocation(*program, "otex"); |
| | _param_orientation_size = glGetUniformLocation(*program, "size"); |
| | }else |
| | { |
| | delete program; |
| | } |
| | } |
| |
|
| | void ShaderBagPKSL::SetGenListStartParam(float width, int tex0) |
| | { |
| | glUniform1f(_param_ftex_width, width); |
| | glUniform1i(_param_genlist_start_tex0, 0); |
| | } |
| |
|
| | void ShaderBagPKSL::LoadGenListShader(int ndoglev,int nlev) |
| | { |
| | ProgramGLSL * program; |
| |
|
| | s_genlist_init_tight = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main ()\n" |
| | "{\n" |
| | " vec4 key = vec4(texture2DRect(tex, gl_TexCoord[0].xy).r, \n" |
| | " texture2DRect(tex, gl_TexCoord[1].xy).r, \n" |
| | " texture2DRect(tex, gl_TexCoord[2].xy).r, \n" |
| | " texture2DRect(tex, gl_TexCoord[3].xy).r); \n" |
| | " gl_FragColor = vec4(notEqual(key, vec4(0.0))); \n" |
| | "}"); |
| |
|
| | s_genlist_init_ex = program = new ProgramGLSL( |
| | "uniform sampler2DRect tex; uniform vec4 bbox; void main ()\n" |
| | "{\n" |
| | " vec4 helper1 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[0].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n" |
| | " vec4 helper2 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[1].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n" |
| | " vec4 helper3 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[2].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n" |
| | " vec4 helper4 = vec4(equal(vec4(abs(texture2DRect(tex, gl_TexCoord[3].xy).r)), vec4(1.0, 2.0, 3.0, 4.0)));\n" |
| | " vec4 bx1 = vec4(lessThan(gl_TexCoord[0].xxyy, bbox)); \n" |
| | " vec4 bx4 = vec4(lessThan(gl_TexCoord[3].xxyy, bbox)); \n" |
| | " vec4 bx2 = vec4(bx4.xy, bx1.zw); \n" |
| | " vec4 bx3 = vec4(bx1.xy, bx4.zw);\n" |
| | " helper1 = min(min(bx1.xyxy, bx1.zzww), helper1);\n" |
| | " helper2 = min(min(bx2.xyxy, bx2.zzww), helper2);\n" |
| | " helper3 = min(min(bx3.xyxy, bx3.zzww), helper3);\n" |
| | " helper4 = min(min(bx4.xyxy, bx4.zzww), helper4);\n" |
| | " gl_FragColor.r = float(any(greaterThan(max(helper1.xy, helper1.zw), vec2(0.0)))); \n" |
| | " gl_FragColor.g = float(any(greaterThan(max(helper2.xy, helper2.zw), vec2(0.0)))); \n" |
| | " gl_FragColor.b = float(any(greaterThan(max(helper3.xy, helper3.zw), vec2(0.0)))); \n" |
| | " gl_FragColor.a = float(any(greaterThan(max(helper4.xy, helper4.zw), vec2(0.0)))); \n" |
| | "}"); |
| | _param_genlist_init_bbox = glGetUniformLocation( *program, "bbox"); |
| |
|
| | s_genlist_end = program = new ProgramGLSL( |
| | GlobalUtil::_KeepExtremumSign == 0 ? |
| |
|
| | "uniform sampler2DRect tex; uniform sampler2DRect ktex; void main()\n" |
| | "{\n" |
| | " vec4 tc = texture2DRect( tex, gl_TexCoord[0].xy);\n" |
| | " vec2 pos = tc.rg; float index = tc.b;\n" |
| | " vec4 tk = texture2DRect( ktex, pos); \n" |
| | " vec4 keys = vec4(equal(abs(tk.rrrr), vec4(1.0, 2.0, 3.0, 4.0))); \n" |
| | " vec2 opos; \n" |
| | " opos.x = dot(keys, vec4(-0.5, 0.5, -0.5, 0.5));\n" |
| | " opos.y = dot(keys, vec4(-0.5, -0.5, 0.5, 0.5));\n" |
| | " gl_FragColor = vec4(opos + pos * 2.0 + tk.yz, 1.0, tk.w);\n" |
| | "}" : |
| |
|
| | "uniform sampler2DRect tex; uniform sampler2DRect ktex; void main()\n" |
| | "{\n" |
| | " vec4 tc = texture2DRect( tex, gl_TexCoord[0].xy);\n" |
| | " vec2 pos = tc.rg; float index = tc.b;\n" |
| | " vec4 tk = texture2DRect( ktex, pos); \n" |
| | " vec4 keys = vec4(equal(abs(tk.rrrr), vec4(1.0, 2.0, 3.0, 4.0))) \n" |
| | " vec2 opos; \n" |
| | " opos.x = dot(keys, vec4(-0.5, 0.5, -0.5, 0.5));\n" |
| | " opos.y = dot(keys, vec4(-0.5, -0.5, 0.5, 0.5));\n" |
| | " gl_FragColor = vec4(opos + pos * 2.0 + tk.yz, sign(tk.r), tk.w);\n" |
| | "}" |
| | ); |
| |
|
| | _param_genlist_end_ktex = glGetUniformLocation(*program, "ktex"); |
| |
|
| | |
| | s_genlist_histo = new ProgramGLSL( |
| | "uniform sampler2DRect tex; void main ()\n" |
| | "{\n" |
| | " vec4 helper; vec4 helper2; \n" |
| | " helper = texture2DRect(tex, gl_TexCoord[0].xy); helper2.xy = helper.xy + helper.zw; \n" |
| | " helper = texture2DRect(tex, gl_TexCoord[1].xy); helper2.zw = helper.xy + helper.zw; \n" |
| | " gl_FragColor.rg = helper2.xz + helper2.yw;\n" |
| | " helper = texture2DRect(tex, gl_TexCoord[2].xy); helper2.xy = helper.xy + helper.zw; \n" |
| | " helper = texture2DRect(tex, gl_TexCoord[3].xy); helper2.zw = helper.xy + helper.zw; \n" |
| | " gl_FragColor.ba= helper2.xz+helper2.yw;\n" |
| | "}"); |
| |
|
| |
|
| | |
| |
|
| | s_genlist_start= program = ShaderBagGLSL::LoadGenListStepShader(1, 1); |
| | _param_ftex_width= glGetUniformLocation(*program, "width"); |
| | _param_genlist_start_tex0 = glGetUniformLocation(*program, "tex0"); |
| | |
| | s_genlist_step = program = ShaderBagGLSL::LoadGenListStepShader(0, 1); |
| | _param_genlist_step_tex0= glGetUniformLocation(*program, "tex0"); |
| |
|
| | } |
| | void ShaderBagPKSL::UnloadProgram(void) |
| | { |
| | glUseProgram(0); |
| | } |
| | void ShaderBagPKSL::LoadKeypointShader(float dog_threshold, float edge_threshold) |
| | { |
| | float threshold0 = dog_threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f); |
| | float threshold1 = dog_threshold; |
| | float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold; |
| | ostringstream out;; |
| | out<<setprecision(8); |
| |
|
| | if(GlobalUtil::_IsNvidia) |
| | { |
| | out << "#pragma optionNV(ifcvt none)\n" |
| | "#pragma optionNV(unroll all)\n"; |
| |
|
| | } |
| | if(GlobalUtil::_KeepShaderLoop) |
| | { |
| | out << "#define REPEAT4(FUNCTION)\\\n" |
| | "for(int i = 0; i < 4; ++i)\\\n" |
| | "{\\\n" |
| | " FUNCTION(i);\\\n" |
| | "}\n"; |
| | }else |
| | { |
| | |
| | out << "#define REPEAT4(FUNCTION)\\\n" |
| | "FUNCTION(0);\\\n" |
| | "FUNCTION(1);\\\n" |
| | "FUNCTION(2);\\\n" |
| | "FUNCTION(3);\n"; |
| | } |
| | |
| | |
| | |
| |
|
| | if(GlobalUtil::_DarknessAdaption) |
| | { |
| | out << "#define THRESHOLD0(i) (" << threshold0 << "* ii[i])\n" |
| | "#define THRESHOLD1 (" << threshold1 << "* ii[0])\n" |
| | "#define THRESHOLD2 " << threshold2 << "\n" |
| | "#define DEFINE_EXTRA() vec4 ii = texture2DRect(texI, gl_TexCoord[0].xy); " |
| | "ii = min(2.0 * ii + 0.1, 1.0) \n" |
| | "#define MOVE_EXTRA(idx) ii[0] = ii[idx]\n"; |
| | out << "uniform sampler2DRect texI;\n"; |
| | }else |
| | { |
| | out << "#define THRESHOLD0(i) " << threshold0 << "\n" |
| | "#define THRESHOLD1 " << threshold1 << "\n" |
| | "#define THRESHOLD2 " << threshold2 << "\n" |
| | "#define DEFINE_EXTRA()\n" |
| | "#define MOVE_EXTRA(idx) \n" ; |
| | } |
| |
|
| | out<< |
| | "uniform sampler2DRect tex; uniform sampler2DRect texU;\n" |
| | "uniform sampler2DRect texD; void main ()\n" |
| | "{\n" |
| | " vec2 TexRU = vec2(gl_TexCoord[2].x, gl_TexCoord[4].y); \n" |
| | " vec4 ccc = texture2DRect(tex, gl_TexCoord[0].xy);\n" |
| | " vec4 clc = texture2DRect(tex, gl_TexCoord[1].xy);\n" |
| | " vec4 crc = texture2DRect(tex, gl_TexCoord[2].xy);\n" |
| | " vec4 ccd = texture2DRect(tex, gl_TexCoord[3].xy);\n" |
| | " vec4 ccu = texture2DRect(tex, gl_TexCoord[4].xy);\n" |
| | " vec4 cld = texture2DRect(tex, gl_TexCoord[5].xy);\n" |
| | " vec4 clu = texture2DRect(tex, gl_TexCoord[6].xy);\n" |
| | " vec4 crd = texture2DRect(tex, gl_TexCoord[7].xy);\n" |
| | " vec4 cru = texture2DRect(tex, TexRU.xy);\n" |
| | " vec4 cc = ccc;\n" |
| | " vec4 v1[4], v2[4];\n" |
| | " v1[0] = vec4(clc.g, ccc.g, ccd.b, ccc.b);\n" |
| | " v1[1] = vec4(ccc.r, crc.r, ccd.a, ccc.a);\n" |
| | " v1[2] = vec4(clc.a, ccc.a, ccc.r, ccu.r);\n" |
| | " v1[3] = vec4(ccc.b, crc.b, ccc.g, ccu.g);\n" |
| | " v2[0] = vec4(cld.a, clc.a, ccd.a, ccc.a);\n" |
| | " v2[1] = vec4(ccd.b, ccc.b, crd.b, crc.b);\n" |
| | " v2[2] = vec4(clc.g, clu.g, ccc.g, ccu.g);\n" |
| | " v2[3] = vec4(ccc.r, ccu.r, crc.r, cru.r);\n" |
| | " DEFINE_EXTRA();\n"; |
| |
|
| | |
| | |
| | |
| | out << |
| | " vec4 key = vec4(0.0); \n" |
| | " #define KEYTEST_STEP0(i) \\\n" |
| | " {\\\n" |
| | " bvec4 test1 = greaterThan(vec4(cc[i]), max(v1[i], v2[i])), test2 = lessThan(vec4(cc[i]), min(v1[i], v2[i]));\\\n" |
| | " key[i] = cc[i] > float(THRESHOLD0(i)) && all(test1)?1.0: 0.0;\\\n" |
| | " key[i] = cc[i] < float(-THRESHOLD0(i)) && all(test2)? -1.0: key[i];\\\n" |
| | " }\n" |
| | " REPEAT4(KEYTEST_STEP0);\n" |
| | " if(gl_TexCoord[0].x < 1.0) {key.rb = vec2(0.0);}\n" |
| | " if(gl_TexCoord[0].y < 1.0) {key.rg = vec2(0.0);}\n" |
| | " gl_FragColor = vec4(0.0);\n" |
| | " if(any(notEqual(key, vec4(0.0)))) {\n"; |
| |
|
| | |
| | |
| | |
| |
|
| | out<< |
| | " float fxx[4], fyy[4], fxy[4], fx[4], fy[4];\n" |
| | " #define EDGE_SUPPRESION(i) \\\n" |
| | " if(key[i] != 0.0)\\\n" |
| | " {\\\n" |
| | " vec4 D2 = v1[i].xyzw - cc[i];\\\n" |
| | " vec2 D4 = v2[i].xw - v2[i].yz;\\\n" |
| | " vec2 D5 = 0.5*(v1[i].yw-v1[i].xz); \\\n" |
| | " fx[i] = D5.x; fy[i] = D5.y ;\\\n" |
| | " fxx[i] = D2.x + D2.y;\\\n" |
| | " fyy[i] = D2.z + D2.w;\\\n" |
| | " fxy[i] = 0.25*(D4.x + D4.y);\\\n" |
| | " float fxx_plus_fyy = fxx[i] + fyy[i];\\\n" |
| | " float score_up = fxx_plus_fyy*fxx_plus_fyy; \\\n" |
| | " float score_down = (fxx[i]*fyy[i] - fxy[i]*fxy[i]);\\\n" |
| | " if( score_down <= 0.0 || score_up > THRESHOLD2 * score_down)key[i] = 0.0;\\\n" |
| | " }\n" |
| | " REPEAT4(EDGE_SUPPRESION);\n" |
| | " if(any(notEqual(key, vec4(0.0)))) {\n"; |
| |
|
| | |
| | |
| | out<< |
| | " vec4 v4[4], v5[4], v6[4];\n" |
| | " ccc = texture2DRect(texU, gl_TexCoord[0].xy);\n" |
| | " clc = texture2DRect(texU, gl_TexCoord[1].xy);\n" |
| | " crc = texture2DRect(texU, gl_TexCoord[2].xy);\n" |
| | " ccd = texture2DRect(texU, gl_TexCoord[3].xy);\n" |
| | " ccu = texture2DRect(texU, gl_TexCoord[4].xy);\n" |
| | " cld = texture2DRect(texU, gl_TexCoord[5].xy);\n" |
| | " clu = texture2DRect(texU, gl_TexCoord[6].xy);\n" |
| | " crd = texture2DRect(texU, gl_TexCoord[7].xy);\n" |
| | " cru = texture2DRect(texU, TexRU.xy);\n" |
| | " vec4 cu = ccc;\n" |
| | " v4[0] = vec4(clc.g, ccc.g, ccd.b, ccc.b);\n" |
| | " v4[1] = vec4(ccc.r, crc.r, ccd.a, ccc.a);\n" |
| | " v4[2] = vec4(clc.a, ccc.a, ccc.r, ccu.r);\n" |
| | " v4[3] = vec4(ccc.b, crc.b, ccc.g, ccu.g);\n" |
| | " v6[0] = vec4(cld.a, clc.a, ccd.a, ccc.a);\n" |
| | " v6[1] = vec4(ccd.b, ccc.b, crd.b, crc.b);\n" |
| | " v6[2] = vec4(clc.g, clu.g, ccc.g, ccu.g);\n" |
| | " v6[3] = vec4(ccc.r, ccu.r, crc.r, cru.r);\n" |
| | << |
| | " #define KEYTEST_STEP1(i)\\\n" |
| | " if(key[i] == 1.0)\\\n" |
| | " {\\\n" |
| | " bvec4 test = lessThan(vec4(cc[i]), max(v4[i], v6[i])); \\\n" |
| | " if(cc[i] < cu[i] || any(test))key[i] = 0.0; \\\n" |
| | " }else if(key[i] == -1.0)\\\n" |
| | " {\\\n" |
| | " bvec4 test = greaterThan(vec4(cc[i]), min(v4[i], v6[i])); \\\n" |
| | " if(cc[i] > cu[i] || any(test) )key[i] = 0.0; \\\n" |
| | " }\n" |
| | " REPEAT4(KEYTEST_STEP1);\n" |
| | " if(any(notEqual(key, vec4(0.0)))) { \n" |
| | << |
| | " ccc = texture2DRect(texD, gl_TexCoord[0].xy);\n" |
| | " clc = texture2DRect(texD, gl_TexCoord[1].xy);\n" |
| | " crc = texture2DRect(texD, gl_TexCoord[2].xy);\n" |
| | " ccd = texture2DRect(texD, gl_TexCoord[3].xy);\n" |
| | " ccu = texture2DRect(texD, gl_TexCoord[4].xy);\n" |
| | " cld = texture2DRect(texD, gl_TexCoord[5].xy);\n" |
| | " clu = texture2DRect(texD, gl_TexCoord[6].xy);\n" |
| | " crd = texture2DRect(texD, gl_TexCoord[7].xy);\n" |
| | " cru = texture2DRect(texD, TexRU.xy);\n" |
| | " vec4 cd = ccc;\n" |
| | " v5[0] = vec4(clc.g, ccc.g, ccd.b, ccc.b);\n" |
| | " v5[1] = vec4(ccc.r, crc.r, ccd.a, ccc.a);\n" |
| | " v5[2] = vec4(clc.a, ccc.a, ccc.r, ccu.r);\n" |
| | " v5[3] = vec4(ccc.b, crc.b, ccc.g, ccu.g);\n" |
| | " v6[0] = vec4(cld.a, clc.a, ccd.a, ccc.a);\n" |
| | " v6[1] = vec4(ccd.b, ccc.b, crd.b, crc.b);\n" |
| | " v6[2] = vec4(clc.g, clu.g, ccc.g, ccu.g);\n" |
| | " v6[3] = vec4(ccc.r, ccu.r, crc.r, cru.r);\n" |
| | << |
| | " #define KEYTEST_STEP2(i)\\\n" |
| | " if(key[i] == 1.0)\\\n" |
| | " {\\\n" |
| | " bvec4 test = lessThan(vec4(cc[i]), max(v5[i], v6[i]));\\\n" |
| | " if(cc[i] < cd[i] || any(test))key[i] = 0.0; \\\n" |
| | " }else if(key[i] == -1.0)\\\n" |
| | " {\\\n" |
| | " bvec4 test = greaterThan(vec4(cc[i]), min(v5[i], v6[i]));\\\n" |
| | " if(cc[i] > cd[i] || any(test))key[i] = 0.0; \\\n" |
| | " }\n" |
| | " REPEAT4(KEYTEST_STEP2);\n" |
| | " float keysum = dot(abs(key), vec4(1, 1, 1, 1)) ;\n" |
| | " //assume there is only one keypoint in the four. \n" |
| | " if(keysum==1.0) {\n"; |
| |
|
| | |
| | if(GlobalUtil::_SubpixelLocalization) |
| |
|
| | out << |
| | " vec3 offset = vec3(0.0, 0.0, 0.0); \n" |
| | " #define TESTMOVE_KEYPOINT(idx) \\\n" |
| | " if(key[idx] != 0.0) \\\n" |
| | " {\\\n" |
| | " cu[0] = cu[idx]; cd[0] = cd[idx]; cc[0] = cc[idx]; \\\n" |
| | " v4[0] = v4[idx]; v5[0] = v5[idx]; \\\n" |
| | " fxy[0] = fxy[idx]; fxx[0] = fxx[idx]; fyy[0] = fyy[idx]; \\\n" |
| | " fx[0] = fx[idx]; fy[0] = fy[idx]; MOVE_EXTRA(idx); \\\n" |
| | " }\n" |
| | " TESTMOVE_KEYPOINT(1);\n" |
| | " TESTMOVE_KEYPOINT(2);\n" |
| | " TESTMOVE_KEYPOINT(3);\n" |
| | << |
| |
|
| | " float fs = 0.5*( cu[0] - cd[0] ); \n" |
| | " float fss = cu[0] + cd[0] - cc[0] - cc[0];\n" |
| | " float fxs = 0.25 * (v4[0].y + v5[0].x - v4[0].x - v5[0].y);\n" |
| | " float fys = 0.25 * (v4[0].w + v5[0].z - v4[0].z - v5[0].w);\n" |
| | " vec4 A0, A1, A2 ; \n" |
| | " A0 = vec4(fxx[0], fxy[0], fxs, -fx[0]); \n" |
| | " A1 = vec4(fxy[0], fyy[0], fys, -fy[0]); \n" |
| | " A2 = vec4(fxs, fys, fss, -fs); \n" |
| | " vec3 x3 = abs(vec3(fxx[0], fxy[0], fxs)); \n" |
| | " float maxa = max(max(x3.x, x3.y), x3.z); \n" |
| | " if(maxa >= 1e-10 ) \n" |
| | " { \n" |
| | " if(x3.y ==maxa ) \n" |
| | " { \n" |
| | " vec4 TEMP = A1; A1 = A0; A0 = TEMP; \n" |
| | " }else if( x3.z == maxa ) \n" |
| | " { \n" |
| | " vec4 TEMP = A2; A2 = A0; A0 = TEMP; \n" |
| | " } \n" |
| | " A0 /= A0.x; \n" |
| | " A1 -= A1.x * A0; \n" |
| | " A2 -= A2.x * A0; \n" |
| | " vec2 x2 = abs(vec2(A1.y, A2.y)); \n" |
| | " if( x2.y > x2.x ) \n" |
| | " { \n" |
| | " vec3 TEMP = A2.yzw; \n" |
| | " A2.yzw = A1.yzw; \n" |
| | " A1.yzw = TEMP; \n" |
| | " x2.x = x2.y; \n" |
| | " } \n" |
| | " if(x2.x >= 1e-10) { \n" |
| | " A1.yzw /= A1.y; \n" |
| | " A2.yzw -= A2.y * A1.yzw; \n" |
| | " if(abs(A2.z) >= 1e-10) {\n" |
| | " offset.z = A2.w /A2.z; \n" |
| | " offset.y = A1.w - offset.z*A1.z; \n" |
| | " offset.x = A0.w - offset.z*A0.z - offset.y*A0.y; \n" |
| | " bool test = (abs(cc[0] + 0.5*dot(vec3(fx[0], fy[0], fs), offset ))>float(THRESHOLD1)) ;\n" |
| | " if(!test || any( greaterThan(abs(offset), vec3(1.0)))) key = vec4(0.0);\n" |
| | " }\n" |
| | " }\n" |
| | " }\n" |
| | <<"\n" |
| | " float keyv = dot(key, vec4(1.0, 2.0, 3.0, 4.0));\n" |
| | " gl_FragColor = vec4(keyv, offset);\n" |
| | " }}}}\n" |
| | "}\n" <<'\0'; |
| |
|
| | else out << "\n" |
| | " float keyv = dot(key, vec4(1.0, 2.0, 3.0, 4.0));\n" |
| | " gl_FragColor = vec4(keyv, 0.0, 0.0, 0.0);\n" |
| | " }}}}\n" |
| | "}\n" <<'\0'; |
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| | s_keypoint = program ; |
| |
|
| | |
| | _param_dog_texu = glGetUniformLocation(*program, "texU"); |
| | _param_dog_texd = glGetUniformLocation(*program, "texD"); |
| | if(GlobalUtil::_DarknessAdaption) _param_dog_texi = glGetUniformLocation(*program, "texI"); |
| | } |
| | void ShaderBagPKSL::SetDogTexParam(int texU, int texD) |
| | { |
| | glUniform1i(_param_dog_texu, 1); |
| | glUniform1i(_param_dog_texd, 2); |
| | if(GlobalUtil::_DarknessAdaption)glUniform1i(_param_dog_texi, 3); |
| | } |
| | void ShaderBagPKSL::SetGenListStepParam(int tex, int tex0) |
| | { |
| | glUniform1i(_param_genlist_step_tex0, 1); |
| | } |
| |
|
| | void ShaderBagPKSL::SetGenVBOParam(float width, float fwidth,float size) |
| | { |
| | float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width}; |
| | glUniform4fv(_param_genvbo_size, 1, sizes); |
| | } |
| | void ShaderBagPKSL::SetGradPassParam(int texP) |
| | { |
| | glUniform1i(_param_grad_pass_texp, 1); |
| | } |
| |
|
| | void ShaderBagPKSL::LoadDescriptorShader() |
| | { |
| | GlobalUtil::_DescriptorPPT = 16; |
| | LoadDescriptorShaderF2(); |
| | s_rect_description = LoadDescriptorProgramRECT(); |
| | } |
| |
|
| | ProgramGLSL* ShaderBagPKSL::LoadDescriptorProgramRECT() |
| | { |
| | |
| | |
| | |
| | ostringstream out; |
| | out<<setprecision(8); |
| | if(GlobalUtil::_KeepShaderLoop) |
| | { |
| | out << "#define REPEAT4(FUNCTION)\\\n" |
| | "for(int i = 0; i < 4; ++i)\\\n" |
| | "{\\\n" |
| | " FUNCTION(i);\\\n" |
| | "}\n"; |
| | }else |
| | { |
| | |
| | out << "#define REPEAT4(FUNCTION)\\\n" |
| | "FUNCTION(0);\\\n" |
| | "FUNCTION(1);\\\n" |
| | "FUNCTION(2);\\\n" |
| | "FUNCTION(3);\n"; |
| | } |
| |
|
| | out<<"\n" |
| | "#define M_PI 3.14159265358979323846\n" |
| | "#define TWO_PI (2.0*M_PI)\n" |
| | "#define RPI 1.2732395447351626861510701069801\n" |
| | "#define WF size.z\n" |
| | "uniform sampler2DRect tex; \n" |
| | "uniform sampler2DRect gtex; \n" |
| | "uniform sampler2DRect otex; \n" |
| | "uniform vec4 dsize; \n" |
| | "uniform vec3 size; \n" |
| | "void main() \n" |
| | "{\n" |
| | " vec2 dim = size.xy; //image size \n" |
| | " float index = dsize.x*floor(gl_TexCoord[0].y * 0.5) + gl_TexCoord[0].x;\n" |
| | " float idx = 8.0* fract(index * 0.125) + 8.0 * floor(2.0* fract(gl_TexCoord[0].y * 0.5)); \n" |
| | " index = floor(index*0.125)+ 0.49; \n" |
| | " vec2 coord = floor( vec2( mod(index, dsize.z), index*dsize.w)) + 0.5 ;\n" |
| | " vec2 pos = texture2DRect(tex, coord).xy; \n" |
| | " vec2 wsz = texture2DRect(tex, coord).zw;\n" |
| | " float aspect_ratio = wsz.y / wsz.x;\n" |
| | " float aspect_sq = aspect_ratio * aspect_ratio; \n" |
| | " vec2 spt = wsz * 0.25; vec2 ispt = 1.0 / spt; \n"; |
| |
|
| | |
| | |
| | |
| | |
| | out<< |
| | " vec4 temp; vec2 pt; \n" |
| | " pt.x = pos.x + fract(idx*0.25) * wsz.x; \n" |
| | " pt.y = pos.y + (floor(idx*0.25) + 0.5) * spt.y; \n"; |
| |
|
| | |
| | out<< |
| | " vec4 sz; \n" |
| | " sz.xy = max(pt - spt, vec2(2,2));\n" |
| | " sz.zw = min(pt + spt, dim - vec2(3)); \n" |
| | " sz = floor(sz * 0.5)+0.5;"; |
| | |
| |
|
| | out<<"\n" |
| | " vec4 DA, DB; vec2 spos; \n" |
| | " DA = DB = vec4(0.0, 0.0, 0.0, 0.0); \n" |
| | " vec4 nox = vec4(0.0, 1.0, 0.0, 1.0); \n" |
| | " vec4 noy = vec4(0.0, 0.0, 1.0, 1.0); \n" |
| | " for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n" |
| | " { \n" |
| | " for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n" |
| | " { \n" |
| | " vec2 tpt = spos * 2.0 - pt - 0.5; \n" |
| | " vec4 nx = (tpt.x + nox) * ispt.x; \n" |
| | " vec4 ny = (tpt.y + noy) * ispt.y; \n" |
| | " vec4 nxn = abs(nx), nyn = abs(ny); \n" |
| | " bvec4 inside = lessThan(max(nxn, nyn) , vec4(1.0)); \n" |
| | " if(any(inside))\n" |
| | " {\n" |
| | " vec4 gg = texture2DRect(gtex, spos);\n" |
| | " vec4 oo = texture2DRect(otex, spos);\n" |
| | |
| | |
| | |
| | " vec4 theta0 = (- oo)*RPI;\n" |
| | " vec4 theta = 8.0 * fract(1.0 + 0.125 * theta0); \n" |
| | " vec4 theta1 = floor(theta); \n" |
| | " vec4 weight = (vec4(1) - nxn) * (vec4(1) - nyn) * gg; \n" |
| | " vec4 weight2 = (theta - theta1) * weight; \n" |
| | " vec4 weight1 = weight - weight2; \n" |
| | " #define ADD_DESCRIPTOR(i) \\\n" |
| | " if(inside[i])\\\n" |
| | " {\\\n" |
| | " DA += vec4(equal(vec4(theta1[i]), vec4(0, 1, 2, 3)))*weight1[i]; \\\n" |
| | " DA += vec4(equal(vec4(theta1[i]), vec4(7, 0, 1, 2)))*weight2[i]; \\\n" |
| | " DB += vec4(equal(vec4(theta1[i]), vec4(4, 5, 6, 7)))*weight1[i]; \\\n" |
| | " DB += vec4(equal(vec4(theta1[i]), vec4(3, 4, 5, 6)))*weight2[i]; \\\n" |
| | " }\n" |
| | " REPEAT4(ADD_DESCRIPTOR);\n" |
| | " }\n" |
| | " }\n" |
| | " }\n"; |
| | out<< |
| | " gl_FragData[0] = DA; gl_FragData[1] = DB;\n" |
| | "}\n"<<'\0'; |
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| | if(program->IsNative()) |
| | { |
| | return program; |
| | } |
| | else |
| | { |
| | delete program; |
| | return NULL; |
| | } |
| | } |
| |
|
| | ProgramGLSL* ShaderBagPKSL::LoadDescriptorProgramPKSL() |
| | { |
| | |
| | |
| | |
| | ostringstream out; |
| | out<<setprecision(8); |
| |
|
| | if(GlobalUtil::_KeepShaderLoop) |
| | { |
| | out << "#define REPEAT4(FUNCTION)\\\n" |
| | "for(int i = 0; i < 4; ++i)\\\n" |
| | "{\\\n" |
| | " FUNCTION(i);\\\n" |
| | "}\n"; |
| | }else |
| | { |
| | |
| | out << "#define REPEAT4(FUNCTION)\\\n" |
| | "FUNCTION(0);\\\n" |
| | "FUNCTION(1);\\\n" |
| | "FUNCTION(2);\\\n" |
| | "FUNCTION(3);\n"; |
| | } |
| |
|
| | out<<"\n" |
| | "#define M_PI 3.14159265358979323846\n" |
| | "#define TWO_PI (2.0*M_PI)\n" |
| | "#define RPI 1.2732395447351626861510701069801\n" |
| | "#define WF size.z\n" |
| | "uniform sampler2DRect tex; \n" |
| | "uniform sampler2DRect gtex; \n" |
| | "uniform sampler2DRect otex; \n" |
| | "uniform vec4 dsize; \n" |
| | "uniform vec3 size; \n" |
| | "void main() \n" |
| | "{\n" |
| | " vec2 dim = size.xy; //image size \n" |
| | " float index = dsize.x*floor(gl_TexCoord[0].y * 0.5) + gl_TexCoord[0].x;\n" |
| | " float idx = 8.0* fract(index * 0.125) + 8.0 * floor(2.0* fract(gl_TexCoord[0].y * 0.5)); \n" |
| | " index = floor(index*0.125)+ 0.49; \n" |
| | " vec2 coord = floor( vec2( mod(index, dsize.z), index*dsize.w)) + 0.5 ;\n" |
| | " vec2 pos = texture2DRect(tex, coord).xy; \n" |
| | " if(any(lessThan(pos.xy, vec2(1.0))) || any(greaterThan(pos.xy, dim-1.0))) " |
| | " //discard; \n" |
| | " { gl_FragData[0] = gl_FragData[1] = vec4(0.0); return; }\n" |
| | " float anglef = texture2DRect(tex, coord).z;\n" |
| | " if(anglef > M_PI) anglef -= TWO_PI;\n" |
| | " float sigma = texture2DRect(tex, coord).w; \n" |
| | " float spt = abs(sigma * WF); //default to be 3*sigma \n"; |
| | |
| | out<< |
| | " vec4 cscs, rots; \n" |
| | " cscs.x = cos(anglef); cscs.y = sin(anglef); \n" |
| | " cscs.zw = - cscs.xy; \n" |
| | " rots = cscs /spt; \n" |
| | " cscs *= spt; \n"; |
| |
|
| | |
| | |
| | |
| | |
| | out<< |
| | " vec4 temp; vec2 pt, offsetpt; \n" |
| | " /*the fraction part of idx is .5*/ \n" |
| | " offsetpt.x = 4.0* fract(idx*0.25) - 2.0; \n" |
| | " offsetpt.y = floor(idx*0.25) - 1.5; \n" |
| | " temp = cscs.xwyx*offsetpt.xyxy; \n" |
| | " pt = pos + temp.xz + temp.yw; \n"; |
| |
|
| | |
| | out<< |
| | " vec2 bwin = abs(cscs.xy); \n" |
| | " float bsz = bwin.x + bwin.y; \n" |
| | " vec4 sz; \n" |
| | " sz.xy = max(pt - vec2(bsz), vec2(2,2));\n" |
| | " sz.zw = min(pt + vec2(bsz), dim - vec2(3)); \n" |
| | " sz = floor(sz * 0.5)+0.5;"; |
| | |
| |
|
| | out<<"\n" |
| | " vec4 DA, DB; vec2 spos; \n" |
| | " DA = DB = vec4(0.0, 0.0, 0.0, 0.0); \n" |
| | " vec4 nox = vec4(0.0, rots.xy, rots.x + rots.y); \n" |
| | " vec4 noy = vec4(0.0, rots.wx, rots.w + rots.x); \n" |
| | " for(spos.y = sz.y; spos.y <= sz.w; spos.y+=1.0) \n" |
| | " { \n" |
| | " for(spos.x = sz.x; spos.x <= sz.z; spos.x+=1.0) \n" |
| | " { \n" |
| | " vec2 tpt = spos * 2.0 - pt - 0.5; \n" |
| | " vec4 temp = rots.xywx * tpt.xyxy; \n" |
| | " vec2 temp2 = temp.xz + temp.yw; \n" |
| | " vec4 nx = temp2.x + nox; \n" |
| | " vec4 ny = temp2.y + noy; \n" |
| | " vec4 nxn = abs(nx), nyn = abs(ny); \n" |
| | " bvec4 inside = lessThan(max(nxn, nyn) , vec4(1.0)); \n" |
| | " if(any(inside))\n" |
| | " {\n" |
| | " vec4 gg = texture2DRect(gtex, spos);\n" |
| | " vec4 oo = texture2DRect(otex, spos);\n" |
| | " vec4 theta0 = (anglef - oo)*RPI;\n" |
| | " vec4 theta = 8.0 * fract(1.0 + 0.125 * theta0); \n" |
| | " vec4 theta1 = floor(theta); \n" |
| | " vec4 diffx = nx + offsetpt.x, diffy = ny + offsetpt.y; \n" |
| | " vec4 ww = exp(-0.125 * (diffx * diffx + diffy * diffy )); \n" |
| | " vec4 weight = (vec4(1) - nxn) * (vec4(1) - nyn) * gg * ww; \n" |
| | " vec4 weight2 = (theta - theta1) * weight; \n" |
| | " vec4 weight1 = weight - weight2; \n" |
| | " #define ADD_DESCRIPTOR(i) \\\n" |
| | " if(inside[i])\\\n" |
| | " {\\\n" |
| | " DA += vec4(equal(vec4(theta1[i]), vec4(0, 1, 2, 3)))*weight1[i]; \\\n" |
| | " DA += vec4(equal(vec4(theta1[i]), vec4(7, 0, 1, 2)))*weight2[i]; \\\n" |
| | " DB += vec4(equal(vec4(theta1[i]), vec4(4, 5, 6, 7)))*weight1[i]; \\\n" |
| | " DB += vec4(equal(vec4(theta1[i]), vec4(3, 4, 5, 6)))*weight2[i]; \\\n" |
| | " }\n" |
| | " REPEAT4(ADD_DESCRIPTOR);\n" |
| | " }\n" |
| | " }\n" |
| | " }\n"; |
| | out<< |
| | " gl_FragData[0] = DA; gl_FragData[1] = DB;\n" |
| | "}\n"<<'\0'; |
| |
|
| | ProgramGLSL * program = new ProgramGLSL(out.str().c_str()); |
| | if(program->IsNative()) |
| | { |
| | return program; |
| | } |
| | else |
| | { |
| | delete program; |
| | return NULL; |
| | } |
| | } |
| |
|
| | void ShaderBagPKSL::LoadDescriptorShaderF2() |
| | { |
| |
|
| | ProgramGLSL * program = LoadDescriptorProgramPKSL(); |
| | if( program ) |
| | { |
| | s_descriptor_fp = program; |
| | _param_descriptor_gtex = glGetUniformLocation(*program, "gtex"); |
| | _param_descriptor_otex = glGetUniformLocation(*program, "otex"); |
| | _param_descriptor_size = glGetUniformLocation(*program, "size"); |
| | _param_descriptor_dsize = glGetUniformLocation(*program, "dsize"); |
| | } |
| | } |
| |
|
| |
|
| |
|
| | void ShaderBagPKSL::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step) |
| | { |
| | glUniform1i(_param_orientation_gtex, 1); |
| | glUniform2f(_param_orientation_size, sigma, sigma_step); |
| | } |
| |
|
| |
|
| | void ShaderBagPKSL::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int otex, float step) |
| | { |
| | |
| | glUniform1i(_param_orientation_gtex, 1); |
| | glUniform1i(_param_orientation_otex, 2); |
| |
|
| | float size[4]; |
| | size[0] = (float)width; |
| | size[1] = (float)height; |
| | size[2] = sigma; |
| | size[3] = step; |
| | glUniform4fv(_param_orientation_size, 1, size); |
| | } |
| |
|
| | void ShaderBagPKSL::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma) |
| | { |
| | if(sigma == 0 && s_rect_description) |
| | { |
| | |
| | s_rect_description->UseProgram(); |
| | GLint param_descriptor_gtex = glGetUniformLocation(*s_rect_description, "gtex"); |
| | GLint param_descriptor_otex = glGetUniformLocation(*s_rect_description, "otex"); |
| | GLint param_descriptor_size = glGetUniformLocation(*s_rect_description, "size"); |
| | GLint param_descriptor_dsize = glGetUniformLocation(*s_rect_description, "dsize"); |
| | |
| | glUniform1i(param_descriptor_gtex, 1); |
| | glUniform1i(param_descriptor_otex, 2); |
| |
|
| | float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; |
| | glUniform4fv(param_descriptor_dsize, 1, dsize); |
| | float size[3]; |
| | size[0] = width; |
| | size[1] = height; |
| | size[2] = GlobalUtil::_DescriptorWindowFactor; |
| | glUniform3fv(param_descriptor_size, 1, size); |
| | }else |
| | { |
| | |
| | glUniform1i(_param_descriptor_gtex, 1); |
| | glUniform1i(_param_descriptor_otex, 2); |
| |
|
| |
|
| | float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; |
| | glUniform4fv(_param_descriptor_dsize, 1, dsize); |
| | float size[3]; |
| | size[0] = width; |
| | size[1] = height; |
| | size[2] = GlobalUtil::_DescriptorWindowFactor; |
| | glUniform3fv(_param_descriptor_size, 1, size); |
| | } |
| |
|
| | } |
| |
|
| |
|
| | void ShaderBagPKSL::SetGenListEndParam(int ktex) |
| | { |
| | glUniform1i(_param_genlist_end_ktex, 1); |
| | } |
| | void ShaderBagPKSL::SetGenListInitParam(int w, int h) |
| | { |
| | 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}; |
| | glUniform4fv(_param_genlist_init_bbox, 1, bbox); |
| | } |
| |
|
| | void ShaderBagPKSL::SetMarginCopyParam(int xmax, int ymax) |
| | { |
| | float truncate[4]; |
| | truncate[0] = (xmax - 0.5f) * 0.5f; |
| | truncate[1] = (ymax - 0.5f) * 0.5f; |
| | truncate[2] = (xmax %2 == 1)? 0.0f: 1.0f; |
| | truncate[3] = truncate[2] + (((ymax % 2) == 1)? 0.0f : 2.0f); |
| | glUniform4fv(_param_margin_copy_truncate, 1, truncate); |
| | } |
| |
|