////////////////////////////////////////////////////////////////////////////// // File: ProgramCG.cpp // Author: Changchang Wu // Description : implementation of cg related class. // class ProgramCG A simple wrapper of Cg programs // class ShaderBagCG cg shaders for SIFT // class FilterCGGL cg gaussian filters for SIFT // // Copyright (c) 2007 University of North Carolina at Chapel Hill // All Rights Reserved // // Permission to use, copy, modify and distribute this software and its // documentation for educational, research and non-profit purposes, without // fee, and without a written agreement is hereby granted, provided that the // above copyright notice and the following paragraph appear in all copies. // // The University of North Carolina at Chapel Hill make no representations // about the suitability of this software for any purpose. It is provided // 'as is' without express or implied warranty. // // Please send BUG REPORTS to ccwu@cs.unc.edu // //////////////////////////////////////////////////////////////////////////// #if defined(CG_SIFTGPU_ENABLED) #include "GL/glew.h" #include #include #include #include #include #include #include #include using namespace std; #include "GlobalUtil.h" #include "ProgramCG.h" #include "GLTexImage.h" #include "ShaderMan.h" #include "FrameBufferObject.h" #if defined(_WIN32) #pragma comment (lib, "../../lib/cg.lib") #pragma comment (lib, "../../lib/cggl.lib") #endif CGcontext ProgramCG::_Context =0; CGprofile ProgramCG::_FProfile; ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// ProgramCG::ProgramCG() { _programID = NULL; } ProgramCG::~ProgramCG() { if(_programID) cgDestroyProgram(_programID); } ProgramCG::ProgramCG(const char *code, const char** cg_compile_args, CGprofile profile) { _valid = 0; _profile = profile; GLint epos; const char* ati_args[] = {"-po", "ATI_draw_buffers",0}; const char* fp40_args[] = {"-ifcvt", "none","-unroll", "all", GlobalUtil::_UseFastMath? "-fastmath" : 0, 0}; if(cg_compile_args == NULL) cg_compile_args = GlobalUtil::_IsNvidia? (GlobalUtil::_SupportFP40? fp40_args:NULL) : ati_args; _programID = ::cgCreateProgram(_Context, CG_SOURCE, code, profile, NULL, cg_compile_args); if(_programID) { cgGLLoadProgram(_programID ); //_texParamID = cgGetNamedParameter(_programID, "tex"); glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &epos); if(epos >=0) { std::cout<=0) { std::cout< 0.9)? size : -size);\n" " dxy.y = type < 0.2 ? 0 : ((type < 0.3 || type > 0.7 )? -size :size); \n" " sincos(cc.b, s, c);\n" " FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n" " FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n" "}\n\0"); /*FragColor = float4(tpos, 0.0, 1.0);}\n\0");*/ _param_genvbo_size = cgGetNamedParameter(*program, "sizes"); s_display_gaussian = new ProgramCG( "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float r = texRECT(tex, TexCoord0.xy).r;\n" "FragColor = float4(r, r, r, 1.0);}"); s_display_dog = new ProgramCG( "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float g = (0.5+20.0*texRECT(tex, TexCoord0.xy).g);\n" "FragColor = float4(g, g, g, 1.0);}" ); s_display_grad = new ProgramCG( "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float4 cc = texRECT(tex, TexCoord0.xy); FragColor = float4(5.0 * cc.bbb, 1.0); }"); s_display_keys= new ProgramCG( "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float4 cc = texRECT(tex, TexCoord0.xy);\n" "if(cc.r ==1.0) FragColor = float4(1.0, 0, 0,1.0); \n" "else {if (cc.r ==0.5) FragColor = float4(0.0,1.0,0.0,1.0); else discard;}}"); } void ShaderBagCG::SetMarginCopyParam(int xmax, int ymax) { float truncate[2] = {xmax - 0.5f , ymax - 0.5f}; cgGLSetParameter2fv(_param_margin_copy_truncate, truncate); } int ShaderBagCG::LoadKeypointShaderMR(float threshold, float edge_threshold) { char buffer[10240]; float threshold0 = threshold * 0.8f; float threshold1 = threshold; float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold; int max_refine = max(2, GlobalUtil::_SubpixelLocalization); ostrstream out(buffer, 10240); out << "#define THRESHOLD0 " << threshold0 << "\n" "#define THRESHOLD1 " << threshold1 << "\n" "#define THRESHOLD2 " << threshold2 << "\n" "#define MAX_REFINE " << max_refine << "\n"; out<< "void main (\n" "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n" "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, \n" "float4 TexCU : TEXCOORD4, float4 TexLD : TEXCOORD5, \n" "float4 TexLU : TEXCOORD6, float4 TexRD : TEXCOORD7,\n" "out float4 FragData0 : COLOR0, out float4 FragData1 : COLOR1, \n" "uniform samplerRECT tex, uniform samplerRECT texU, uniform samplerRECT texD)\n" "{\n" " float4 v1, v2, gg;\n" " float2 TexRU = float2(TexRC.x, TexCU.y); \n" " float4 cc = texRECT(tex, TexCC.xy);\n" " v1.x = texRECT(tex, TexLC.xy).g;\n" " gg.x = texRECT(tex, TexLC.xy).r;\n" " v1.y = texRECT(tex, TexRC.xy).g;\n" " gg.y = texRECT(tex, TexRC.xy).r;\n" " v1.z = texRECT(tex, TexCD.xy).g;\n" " gg.z = texRECT(tex, TexCD.xy).r;\n" " v1.w = texRECT(tex, TexCU.xy).g;\n" " gg.w = texRECT(tex, TexCU.xy).r;\n" " v2.x = texRECT(tex, TexLD.xy).g;\n" " v2.y = texRECT(tex, TexLU.xy).g;\n" " v2.z = texRECT(tex, TexRD.xy).g;\n" " v2.w = texRECT(tex, TexRU.xy).g;\n" " float2 dxdy = 0.5*(gg.yw - gg.xz); \n" " float grad = length(dxdy);\n" " float theta = grad==0? 0: atan2(dxdy.y, dxdy.x);\n" " FragData0 = float4(cc.rg, grad, theta);\n" << " float dog = 0.0; \n" " FragData1 = float4(0, 0, 0, 0); \n" " float2 v3; float4 v4, v5, v6;\n" << " if( cc.g > THRESHOLD0 && all(cc.gggg > max(v1, v2)))\n" " {\n" " v3.x = texRECT(texU, TexCC.xy).g;\n" " v4.x = texRECT(texU, TexLC.xy).g;\n" " v4.y = texRECT(texU, TexRC.xy).g;\n" " v4.z = texRECT(texU, TexCD.xy).g;\n" " v4.w = texRECT(texU, TexCU.xy).g;\n" " v6.x = texRECT(texU, TexLD.xy).g;\n" " v6.y = texRECT(texU, TexLU.xy).g;\n" " v6.z = texRECT(texU, TexRD.xy).g;\n" " v6.w = texRECT(texU, TexRU.xy).g;\n" " if(cc.g < v3.x || any(cc.gggg v3.x || any(cc.gggg>v4.xyzw || cc.gggg>v6.xyzw))return; \n" " v3.y = texRECT(texD, TexCC.xy).g;\n" " v5.x = texRECT(texD, TexLC.xy).g;\n" " v5.y = texRECT(texD, TexRC.xy).g;\n" " v5.z = texRECT(texD, TexCD.xy).g;\n" " v5.w = texRECT(texD, TexCU.xy).g;\n" " v6.x = texRECT(texD, TexLD.xy).g;\n" " v6.y = texRECT(texD, TexLU.xy).g;\n" " v6.z = texRECT(texD, TexRD.xy).g;\n" " v6.w = texRECT(texD, TexRU.xy).g;\n" " if(cc.g > v3.y || any(cc.gggg>v5.xyzw || cc.gggg>v6.xyzw))return; \n" " dog = 0.5 ; \n" " }\n" " else\n" " return;\n" << " int i = 0; \n" " float2 offset = float2(0, 0);\n" " float2 offsets = float2(0, 0);\n" " float3 dxys; bool key_moved; \n" " float fx, fy, fs; \n" " float fxx, fyy, fxy; \n" " float fxs, fys, fss; \n" " do\n" " {\n" " dxys = float3(0, 0, 0);\n" " offset = float2(0, 0);\n" " float4 D2 = v1.xyzw - cc.gggg;\n" " fxx = D2.x + D2.y;\n" " fyy = D2.z + D2.w;\n" " float2 D4 = v2.xw - v2.yz;\n" " fxy = 0.25*(D4.x + D4.y);\n" " float2 D5 = 0.5*(v1.yw-v1.xz); \n" " fx = D5.x;\n" " fy = D5.y ; \n" " 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" " float4 A0, A1, A2 ; \n" " A0 = float4(fxx, fxy, fxs, -fx); \n" " A1 = float4(fxy, fyy, fys, -fy); \n" " A2 = float4(fxs, fys, fss, -fs); \n" " float3 x3 = abs(float3(fxx, fxy, 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" " float4 TEMP = A1; A1 = A0; A0 = TEMP; \n" " }else if( x3.z == maxa ) \n" " { \n" " float4 TEMP = A2; A2 = A0; A0 = TEMP; \n" " } \n" " A0 /= A0.x; \n" " A1 -= A1.x * A0; \n" " A2 -= A2.x * A0; \n" " float2 x2 = abs(float2(A1.y, A2.y)); \n" " if( x2.y > x2.x ) \n" " { \n" " float3 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" " {\n" " A1.yzw /= A1.y; \n" " A2.yzw -= A2.y * A1.yzw; \n" " if(abs(A2.z) > 1e-10) \n" " {\n" // compute dx, dy, ds: << " 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" " }\n" " }\n" " }\n" " offset.x = dxys.x > 0.6 ? 1 : 0 + dxys.x < -0.6 ? -1 : 0;\n" " offset.y = dxys.y > 0.6 ? 1 : 0 + dxys.y < - 0.6? -1 : 0;\n" " i++; key_moved = i < MAX_REFINE && any(abs(offset)>0) ; \n" " if(key_moved)\n" " {\n" " offsets += offset; \n" " cc = texRECT(tex, TexCC.xy + offsets);\n" " v1.x = texRECT(tex , TexLC.xy + offsets).g;\n" " v1.y = texRECT(tex , TexRC.xy + offsets).g;\n" " v1.z = texRECT(tex , TexCD.xy + offsets).g;\n" " v1.w = texRECT(tex , TexCU.xy + offsets).g;\n" " v2.x = texRECT(tex , TexLD.xy + offsets).g;\n" " v2.y = texRECT(tex , TexLU.xy + offsets).g;\n" " v2.z = texRECT(tex , TexRD.xy + offsets).g;\n" " v2.w = texRECT(tex , TexRU.xy + offsets).g;\n" " v3.x = texRECT(texU, TexCC.xy + offsets).g;\n" " v4.x = texRECT(texU, TexLC.xy + offsets).g;\n" " v4.y = texRECT(texU, TexRC.xy + offsets).g;\n" " v4.z = texRECT(texU, TexCD.xy + offsets).g;\n" " v4.w = texRECT(texU, TexCU.xy + offsets).g;\n" " v3.y = texRECT(texD, TexCC.xy + offsets).g;\n" " v5.x = texRECT(texD, TexLC.xy + offsets).g;\n" " v5.y = texRECT(texD, TexRC.xy + offsets).g;\n" " v5.z = texRECT(texD, TexCD.xy + offsets).g;\n" " v5.w = texRECT(texD, TexCU.xy + offsets).g;\n" " }\n" " }while(key_moved);\n" << " bool test1 = (abs(cc.g + 0.5*dot(float3(fx, fy, fs), dxys ))> THRESHOLD1) ;\n" " float test2_v1= fxx*fyy - fxy *fxy; \n" " float test2_v2 = (fxx+fyy); \n" " test2_v2 = test2_v2*test2_v2;\n" " bool test2 = test2_v1>0 && test2_v2 < THRESHOLD2 * test2_v1; \n " //keep the point when the offset is less than 1 << " FragData1 = test1 && test2 && all( abs(dxys) < 1)? float4( dog, dxys.xy+offsets, dxys.z) : float4(0, 0, 0, 0); \n" "}\n" <<'\0'; ProgramCG * program; s_keypoint = program = new ProgramCG(buffer); //parameter _param_dog_texu = cgGetNamedParameter(*program, "texU"); _param_dog_texd = cgGetNamedParameter(*program, "texD"); return 1; } //keypoint detection shader //1. compare with 26 neighbours //2. sub-pixel sub-scale localization //3. output: [dog, offset(x,y,s)] void ShaderBagCG:: LoadKeypointShader(float threshold, float edge_threshold) { char buffer[10240]; float threshold0 = threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f); float threshold1 = threshold; float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold; ostrstream out(buffer, 10240); out< THRESHOLD0 && all(cc.gggg > max(v1, v2))?1.0: 0.0;\n" " dog = cc.g < -THRESHOLD0 && all(cc.gggg < min(v1, v2))?0.5: dog;\n"; pos = out.tellp(); //do edge supression first.. //vector v1 is < (-1, 0), (1, 0), (0,-1), (0, 1)> //vector v2 is < (-1,-1), (-1,1), (1,-1), (1, 1)> out<< " if(dog == 0.0) return;\n" " float fxx, fyy, fxy; \n" " float4 D2 = v1.xyzw - cc.gggg;\n" " float2 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 || score_up > THRESHOLD2 * score_down)return;\n" //... << " float2 D5 = 0.5*(v1.yw-v1.xz); \n" " float fx = D5.x, fy = D5.y ; \n" " float fs, fss , fxs, fys ; \n" " float2 v3; float4 v4, v5, v6;\n" //read 9 pixels of upper level << " v3.x = texRECT(texU, TexCC.xy).g;\n" " v4.x = texRECT(texU, TexLC.xy).g;\n" " v4.y = texRECT(texU, TexRC.xy).g;\n" " v4.z = texRECT(texU, TexCD.xy).g;\n" " v4.w = texRECT(texU, TexCU.xy).g;\n" " v6.x = texRECT(texU, TexLD.xy).g;\n" " v6.y = texRECT(texU, TexLU.xy).g;\n" " v6.z = texRECT(texU, TexRD.xy).g;\n" " v6.w = texRECT(texU, TexRU.xy).g;\n" //compare with 9 pixels of upper level //read and compare with 9 pixels of lower level //the maximum case << " if(dog == 1.0)\n" " {\n" " bool4 test = cc.gggg < max(v4, v6); \n" " if(cc.g < v3.x || any(test.xy||test.zw))return; \n" " v3.y = texRECT(texD, TexCC.xy).g;\n" " v5.x = texRECT(texD, TexLC.xy).g;\n" " v5.y = texRECT(texD, TexRC.xy).g;\n" " v5.z = texRECT(texD, TexCD.xy).g;\n" " v5.w = texRECT(texD, TexCU.xy).g;\n" " v6.x = texRECT(texD, TexLD.xy).g;\n" " v6.y = texRECT(texD, TexLU.xy).g;\n" " v6.z = texRECT(texD, TexRD.xy).g;\n" " v6.w = texRECT(texD, TexRU.xy).g;\n" " test = cc.ggggmin(v4, v6); \n" " if(cc.g > v3.x || any(test.xy||test.zw))return; \n" " v3.y = texRECT(texD, TexCC.xy).g;\n" " v5.x = texRECT(texD, TexLC.xy).g;\n" " v5.y = texRECT(texD, TexRC.xy).g;\n" " v5.z = texRECT(texD, TexCD.xy).g;\n" " v5.w = texRECT(texD, TexCU.xy).g;\n" " v6.x = texRECT(texD, TexLD.xy).g;\n" " v6.y = texRECT(texD, TexLU.xy).g;\n" " v6.z = texRECT(texD, TexRD.xy).g;\n" " v6.w = texRECT(texD, TexRU.xy).g;\n" " test = cc.gggg>min(v5, v6); \n" " if(cc.g > v3.y || any(test.xy||test.zw))return; \n" " }\n"; if(GlobalUtil::_SubpixelLocalization) // sub-pixel localization FragData1 = float4(dog, 0, 0, 0); return; out << " fs = 0.5*( v3.x - v3.y ); //bug fix 9/12/2007 \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" ///////////////////////////////////////////////////////////////// // let dog difference be quatratic function of dx, dy, ds; // df(dx, dy, ds) = fx * dx + fy*dy + fs * ds + // + 0.5 * ( fxx * dx * dx + fyy * dy * dy + fss * ds * ds) // + (fxy * dx * dy + fxs * dx * ds + fys * dy * ds) // (fx, fy, fs, fxx, fyy, fss, fxy, fxs, fys are the derivatives) //the local extremum satisfies // df/dx = 0, df/dy = 0, df/dz = 0 //that is // |-fx| | fxx fxy fxs | |dx| // |-fy| = | fxy fyy fys | * |dy| // |-fs| | fxs fys fss | |ds| // need to solve dx, dy, ds // Use Gauss elimination to solve the linear system << " float3 dxys = float3(0.0); \n" " float4 A0, A1, A2 ; \n" " A0 = float4(fxx, fxy, fxs, -fx); \n" " A1 = float4(fxy, fyy, fys, -fy); \n" " A2 = float4(fxs, fys, fss, -fs); \n" " float3 x3 = abs(float3(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" " float4 TEMP = A1; A1 = A0; A0 = TEMP; \n" " }else if( x3.z == maxa ) \n" " { \n" " float4 TEMP = A2; A2 = A0; A0 = TEMP; \n" " } \n" " A0 /= A0.x; \n" " A1 -= A1.x * A0; \n" " A2 -= A2.x * A0; \n" " float2 x2 = abs(float2(A1.y, A2.y)); \n" " if( x2.y > x2.x ) \n" " { \n" " float3 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" // compute dx, dy, ds: << " 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" //one more threshold which I forgot in versions prior to 286 << " bool bugfix_test = (abs(cc.g + 0.5*dot(float3(fx, fy, fs), dxys )) < THRESHOLD1) ;\n" " if(bugfix_test || any(abs(dxys) >= 1.0)) dog = 0; \n" " }}}\n" //keep the point when the offset is less than 1 << " FragData1 = float4( dog, dxys); \n" "}\n" <<'\0'; else out<< " FragData1 = float4( dog, 0, 0, 0) ; \n" "}\n" <<'\0'; ProgramCG * program; s_keypoint = program = new ProgramCG(buffer); if(!program->IsValidProgram()) { delete program; out.seekp(pos); out << " FragData1 = float4( fabs(cc.g) > 2.0 * THRESHOLD0? dog : 0, 0, 0, 0) ; \n" "}\n" <<'\0'; s_keypoint = program = new ProgramCG(buffer); GlobalUtil::_SubpixelLocalization = 0; std::cerr<<"Detection simplified on this hardware"<= width) { out<<"0"; }else if(offset[j]==0.0) { out<<"or"; }else { out<<"texRECT(tex, TexCoord0.xy + float2(float("<= width) out<<"0"; else out<= height) { out<<"0"; }else if(offset[j]==0.0) { out<<"orb.y"; }else { out<<"texRECT(tex, TexCoord0.xy + float2(0, float("<= height) out<<"0"; else out<>1; float * pf = kernel + halfwidth; int nhpixel = (halfwidth+1)>>1; //how many neighbour pixels need to be looked up int npixel = (nhpixel<<1)+1;// char buffer[10240]; float weight[3]; ostrstream out(buffer, 10240); out< halfwidth? 0 : pf[xwn]; } //if(weight[1]!=0.0) out<<"FragColor += "<>1; float * pf = kernel + halfh; int nhpixel = (halfh+1)>>1; //how many neighbour pixels need to be looked up int npixel = (nhpixel<<1)+1;// char buffer[10240]; float weight[3]; ostrstream out(buffer, 10240); out< halfh? 0 : pf[ywn]; } //if(weight[1]!=0.0) out<<"FragColor += "<0.0);\n" "}"); s_genlist_init_ex = program = new ProgramCG( "void main (uniform float2 bbox, \n" "uniform samplerRECT tex, \n" "in float4 TexCoord0 : TEXCOORD0,\n" "in float4 TexCoord1 : TEXCOORD1, \n" "in float4 TexCoord2 : TEXCOORD2, \n" "in float4 TexCoord3 : TEXCOORD3,\n" "out float4 FragColor : COLOR0){\n" "float4 helper = float4( \n" "texRECT(tex, TexCoord0.xy).r, texRECT(tex, TexCoord1.xy).r,\n" "texRECT(tex, TexCoord2.xy).r, texRECT(tex, TexCoord3.xy).r);\n" "bool4 helper4 = bool4(TexCoord0.xy < bbox, TexCoord3.xy < bbox); \n" "bool4 helper2 = helper4.xzxz && helper4.yyww; \n" "FragColor = float4(helper2 && (helper>0.0 ));\n" "}"); _param_genlist_init_bbox = cgGetNamedParameter( *program, "bbox"); //reduction ... s_genlist_histo = new ProgramCG( "void main (\n" "uniform samplerRECT tex, in float2 TexCoord0 : TEXCOORD0,\n" "in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, in float2 TexCoord3 : TEXCOORD3,\n" "out float4 FragColor : COLOR0){\n" "float4 helper; float4 helper2; \n" "helper = texRECT(tex, TexCoord0); helper2.xy = helper.xy + helper.zw; \n" "helper = texRECT(tex, TexCoord1); helper2.zw = helper.xy + helper.zw; \n" "FragColor.rg = helper2.xz + helper2.yw;\n" "helper = texRECT(tex, TexCoord2); helper2.xy = helper.xy + helper.zw; \n" "helper = texRECT(tex, TexCoord3); helper2.zw = helper.xy + helper.zw; \n" "FragColor.ba= helper2.xz+helper2.yw;\n" "}"); //read of the first part, which generates tex coordinates s_genlist_start= program = LoadGenListStepShader(1, 1); _param_ftex_width= cgGetNamedParameter(*program, "width"); _param_genlist_start_tex0 = cgGetNamedParameter(*program, "tex0"); //stepping s_genlist_step = program = LoadGenListStepShader(0, 1); _param_genlist_step_tex= cgGetNamedParameter(*program, "tex"); _param_genlist_step_tex0= cgGetNamedParameter(*program, "tex0"); } ProgramCG* ShaderBagCG::LoadGenListStepShader(int start, int step) { int i; char buffer[10240]; //char chanels[5] = "rgba"; ostrstream out(buffer, 10240); out<<"void main(out float4 FragColor : COLOR0, \n"; for(i = 0; i < step; i++) out<<"uniform samplerRECT tex"<0) { out<<"float2 cpos = float2(-0.5, 0.5);\t float2 opos;\n"; for(i = 0; i < step; i++) { //#define SETP_CODE_2 #ifndef SETP_CODE_2 /* out<<"cc = texRECT(tex"< float3(sum3[0], sum3[1], sum3[2]));\n"; out<<"opos.y = -0.5 + cmp.y; opos.x = -0.5 + cmp.x + (cmp.z - cmp.y);\n"; out<<"index -= dot(cmp, cc.rgb);\n"; out<<"pos = (pos + pos + opos);\n";*/ out<<"cc = texRECT(tex"<=dim-1)) " " //discard; \n" " { FragData0 = FragData1 = float4(0.0); return; }\n" " float anglef = texRECT(tex, coord).z;\n" " if(anglef > M_PI) anglef -= TWO_PI;\n" " float sigma = texRECT(tex, coord).w; \n" " float spt = abs(sigma * WF); //default to be 3*sigma \n"; //rotation out<< " float4 cscs, rots; \n" " sincos(anglef, cscs.y, cscs.x); \n" " cscs.zw = - cscs.xy; \n" " rots = cscs /spt; \n" " cscs *= spt; \n"; //here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma //and rots is (cos, sin, -cos, -sin ) /(factor*sigma) //devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread //To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side out<< " float4 temp; float2 pt, offsetpt; \n" " /*the fraction part of idx is .5*/ \n" " offsetpt.x = 4.0 * frac(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"; //get a horizontal bounding box of the rotated rectangle out<< " float2 bwin = abs(cscs.xy); \n" " float bsz = bwin.x + bwin.y; \n" " float4 sz; float2 spos; \n" " sz.xy = max(pt - bsz, float2(1,1));\n" " sz.zw = min(pt + bsz, dim - 2); \n" " sz = floor(sz)+0.5;"; //move sample point to pixel center //get voting for two box out<<"\n" " float4 DA, DB; \n" " DA = DB = float4(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" " float2 diff = spos - pt; \n" " temp = rots.xywx * diff.xyxy; \n" " float2 nxy = (temp.xz + temp.yw); \n" " float2 nxyn = abs(nxy); \n" " if(all(nxyn < float2(1.0)))\n" " {\n" " float4 cc = texRECT(gradTex, spos); \n" " float mod = cc.b; float angle = cc.a; \n" " float theta0 = (anglef - angle)*RPI; \n" " float theta = theta0 < 0? theta0 + 8.0 : theta0; // fmod(theta0 + 8.0, 8.0); \n" " diff = nxy + offsetpt.xy; \n" " float ww = exp(-0.125*dot(diff, diff));\n" " float2 weights = 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 += float4(theta1 == float4(0, 1, 2, 3))*weight1; \n" " DA += float4(theta1 == float4(7, 0, 1, 2))*weight2; \n" " DB += float4(theta1 == float4(4, 5, 6, 7))*weight1; \n" " DB += float4(theta1 == float4(3, 4, 5, 6))*weight2; \n" " }\n" " }\n" " }\n"; out<< " FragData0 = DA; FragData1 = DB;\n" "}\n"<<'\0'; ProgramCG * program; s_descriptor_fp = program = new ProgramCG(buffer); _param_descriptor_gtex = cgGetNamedParameter(*program, "gradTex"); _param_descriptor_size = cgGetNamedParameter(*program, "size"); _param_descriptor_dsize = cgGetNamedParameter(*program, "dsize"); } //the shader that computes the descriptors void ShaderBagCG::LoadDescriptorShader() { GlobalUtil::_DescriptorPPT = 16; LoadDescriptorShaderF2(); } void ShaderBagCG::LoadOrientationShader() { char buffer[10240]; ostrstream out(buffer,10240); out<<"\n" "#define GAUSSIAN_WF "<1 && GlobalUtil::_OrientationPack2 == 0) out<<", out float4 OrientationData : COLOR1"; if(GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign) { //data for sub-pixel localization out<<", uniform samplerRECT texS"; } //use 9 float4 to store histogram of 36 directions out<<") \n" "{ \n" " float4 bins[10]; \n" " for (int i=0; i<9; i++) bins[i] = float4(0,0,0,0); \n" " const float4 loc = texRECT(tex, TexCoord0); \n" " const bool orientation_mode = (size.z != 0); \n" " float2 pos = loc.xy; \n" " float sigma = orientation_mode? abs(size.z) : loc.w; \n"; if(GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign) { out<< " if(orientation_mode) {\n" " float4 keyx = texRECT(texS, pos);\n" " sigma = sigma * pow(size.w, keyx.w); \n" " pos.xy = pos.xy + keyx.yz; \n" " #if " << GlobalUtil::_KeepExtremumSign << "\n" " if(keyx.x<0.6) sigma = - sigma;\n" " #endif\n" " }\n"; } out<< " //bool fixed_orientation = (size.z < 0); \n" " if(size.z < 0) {FeatureData = float4(pos, 0, sigma); return;}" " const float gsigma = sigma * GAUSSIAN_WF; \n" " const float2 win = abs(sigma.xx) * (SAMPLE_WF * GAUSSIAN_WF); \n" " const float2 dim = size.xy; \n" " const float dist_threshold = win.x*win.x+0.5; \n" " const float factor = -0.5/(gsigma*gsigma); \n" " float4 sz; float2 spos; \n" " //if(any(pos.xy <= 1)) discard; \n" " sz.xy = max( pos - win, float2(1,1)); \n" " sz.zw = min( pos + win, dim-2); \n" " sz = floor(sz)+0.5;"; //loop to get the histogram 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" " const float2 offset = spos - pos; \n" " const float sq_dist = dot(offset,offset); \n" " if( sq_dist < dist_threshold){ \n" " const float4 cc = texRECT(gradTex, spos); \n" " const float grad = cc.b; float theta = cc.a; \n" " float idx = floor(degrees(theta)*0.1); \n" " const float weight = grad*exp(sq_dist * factor); \n" " if(idx < 0 ) idx += 36; \n" " const float vidx = 4.0 * fract(idx * 0.25);//fmod(idx, 4); \n" " const float4 inc = weight*float4(vidx == float4(0,1,2,3)); "; if(GlobalUtil::_UseDynamicIndexing && strcmp(cgGetProfileString(ProgramCG::_FProfile), "gp4fp")==0) // if(ProgramCG::_FProfile == CG_PROFILE_GPU_FP) this enumerant is not defined in cg1.5 { //gp_fp supports dynamic indexing out<<"\n" " int iidx = int(floor(idx*0.25)); \n" " bins[iidx]+=inc; \n" " } \n" " } \n" " }"; }else { //nvfp40 still does not support dynamic array indexing //unrolled binary search... out<<"\n" " if(idx < 16) \n" " { \n" " if(idx < 8) \n" " { \n" " if(idx < 4) { bins[0]+=inc;} \n" " else { bins[1]+=inc;} \n" " }else \n" " { \n" " if(idx < 12){ bins[2]+=inc;} \n" " else { bins[3]+=inc;} \n" " } \n" " }else if(idx < 32) \n" " { \n" " if(idx < 24) \n" " { \n" " if(idx <20) { bins[4]+=inc;} \n" " else { bins[5]+=inc;} \n" " }else \n" " { \n" " if(idx < 28){ bins[6]+=inc;} \n" " else { bins[7]+=inc;} \n" " } \n" " }else \n" " { \n" " bins[8]+=inc; \n" " } \n" " } \n" " } \n" " }"; } WriteOrientationCodeToStream(out); ProgramCG * program; s_orientation = program = new ProgramCG(buffer); _param_orientation_gtex = cgGetNamedParameter(*program, "gradTex"); _param_orientation_size = cgGetNamedParameter(*program, "size"); _param_orientation_stex = cgGetNamedParameter(*program, "texS"); } void ShaderBagCG::WriteOrientationCodeToStream(std::ostream& out) { //smooth histogram and find the largest /* smoothing kernel: (1 3 6 7 6 3 1 )/27 the same as 3 pass of (1 1 1)/3 averaging maybe better to use 4 pass on the vectors... */ //the inner loop on different array numbers is always unrolled in fp40 //bug fixed here:) out<<"\n" " float3x3 mat1 = float3x3(1, 0, 0, 3, 1, 0, 6, 3, 1)/27.0;; //bug fix.. \n" " float4x4 mat2 = float4x4( 7, 6, 3, 1, 6, 7, 6, 3, 3, 6, 7, 6, 1, 3, 6, 7)/27.0;;\n" " for (int j=0; j<2; j++) \n" " { \n" " float4 prev = bins[8]; \n" " bins[9] = bins[0]; \n" " for (int i=0; i<9; i++) \n" " { \n" " float4 newb = mul ( bins[i], mat2); \n" " newb.xyz += mul ( prev.yzw, mat1); \n" " prev = bins[i]; \n" " newb.wzy += mul ( bins[i+1].zyx, mat1); \n" " bins[i] = newb; \n" " } \n" " }"; //find the maximum voting out<<"\n" " float4 maxh; float2 maxh2; float4 maxh4 = bins[0]; \n" " for (int i=1; i<9; i++) maxh4 = max(maxh4, bins[i]); \n" " maxh2 = max(maxh4.xy, maxh4.zw); maxh = float4(max(maxh2.x, maxh2.y));"; char *testpeak_code; char *savepeak_code; //save two/three/four orientations with the largest votings? // if(GlobalUtil::_MaxOrientation>1) { out<<"\n" " float4 Orientations = float4(0, 0, 0, 0); \n" " float4 weights = float4(0,0,0,0); "; testpeak_code = "\n" " {test = bins[i]>hh;"; //save the orientations in weight-decreasing order if(GlobalUtil::_MaxOrientation ==2) { savepeak_code = "\n" " if(weight <=weights.g){}\n" " else if(weight >weights.r)\n" " {weights.rg = float2(weight, weights.r); Orientations.rg = float2(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 = float3(weight, weights.rg); Orientations.rgb = float3(th, Orientations.rg);}\n" " else if(weight >weights.g)\n" " {weights.gb = float2(weight, weights.g); Orientations.gb = float2(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 = float4(weight, weights.rgb); Orientations = float4(th, Orientations.rgb);}\n" " else if(weight >weights.g)\n" " {weights.gba = float3(weight, weights.gb); Orientations.gba = float3(th, Orientations.gb);}\n" " else if(weight >weights.b)\n" " {weights.ba = float2(weight, weights.b); Orientations.ba = float2(th, Orientations.b);}\n" " else {weights.a = weight; Orientations.a = th;}"; } }else { out<<"\n" " float Orientations = 0; "; testpeak_code ="\n" " if(npeaks==0){ \n" " test = (bins[i] >= maxh) ;"; savepeak_code="\n" " npeaks++; \n" " Orientations = th.x;"; } //find the peaks //the following loop will be unrolled out<<"\n" " const float4 hh = maxh * ORIENTATION_THRESHOLD; bool4 test; \n" " bins[9] = bins[0]; \n" " float npeaks = 0, k = 0; \n" " float prevb = bins[8].w; \n" " for (int i = 0; i <9 ; i++) \n" " {" < prevb && bins[i].x > bins[i].y ) \n" " { \n" " float di = 0.5 * (bins[i].y-prevb) / (bins[i].x *2.0 -bins[i].y -prevb) ; \n" " float th = (k+di+0.5); float weight = bins[i].x;" < bins[i].xz) ) \n" " { \n" " float di = 0.5 * (bins[i].z-bins[i].x) / (bins[i].y * 2.0 - bins[i].z - bins[i].x) ; \n" " float th = (k+di+1.5); float weight = bins[i].y; " < bins[i].yw) ) \n" " { \n" " float di = 0.5 * (bins[i].w-bins[i].y) / (bins[i].z * 2.0-bins[i].w-bins[i].y) ; \n" " float th = (k+di+2.5); float weight = bins[i].z; " < 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].w * 2.0- bins[i+1].x-bins[i].z) ; \n" " float th = (k+di+3.5); float weight = bins[i].w; " <1) { out<<"\n" " if(orientation_mode){\n" " npeaks = dot(float4(1,1," <<(GlobalUtil::_MaxOrientation>2 ? 1 : 0)<<"," <<(GlobalUtil::_MaxOrientation >3? 1 : 0)<<"), float4(weights>hh));\n" " OrientationData = radians((Orientations )*10.0);\n" " FeatureData = float4(pos, npeaks, sigma);\n" " }else{\n" " FeatureData = float4(pos, radians((Orientations.x)*10.0), sigma);\n" " }\n"; }else { out<<"\n" " FeatureData = float4(pos, radians((Orientations.x)*10.0), sigma);"; } //end out<<"\n" "}\n"<<'\0'; } void ShaderBagCG::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step) { cgGLSetTextureParameter(_param_orientation_gtex, oTex); cgGLEnableTextureParameter(_param_orientation_gtex); cgGLSetParameter1f(_param_orientation_size, sigma); } void ShaderBagCG::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex, float step) { /// cgGLSetTextureParameter(_param_orientation_gtex, gtex); cgGLEnableTextureParameter(_param_orientation_gtex); if((GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)&& stex) { //specify texutre for subpixel subscale localization cgGLSetTextureParameter(_param_orientation_stex, stex); cgGLEnableTextureParameter(_param_orientation_stex); } float size[4]; size[0] = (float)width; size[1] = (float)height; size[2] = sigma; size[3] = step; cgGLSetParameter4fv(_param_orientation_size, size); } void ShaderBagCG::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma) { /// cgGLSetTextureParameter(_param_descriptor_gtex, gtex); cgGLEnableTextureParameter(_param_descriptor_gtex); float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; cgGLSetParameter4fv(_param_descriptor_dsize, dsize); float size[3]; size[0] = width; size[1] = height; size[2] = GlobalUtil::_DescriptorWindowFactor; cgGLSetParameter3fv(_param_descriptor_size, size); } /////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////PACKED VERSION?/////////////////////////////////// ShaderBagPKCG::ShaderBagPKCG() { ProgramCG::InitContext(); } void ShaderBagPKCG::UnloadProgram() { cgGLUnbindProgram(ProgramCG::_FProfile); cgGLDisableProfile(ProgramCG::_FProfile); } void ShaderBagPKCG::LoadFixedShaders() { ProgramCG * program; /* char *rgb2gray_packing_code = "void main(uniform samplerRECT rgbTex, in float4 TexCoord0 : TEXCOORD0, \n" " in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n" " in float4 TexCoord3 : TEXCOORD3, out float4 FragData : COLOR0){\n" " const float3 weight = vec3(0.299, 0.587, 0.114);\n" " FragData.r = dot(weight, texRECT(rgbTex,TexCoord0.st ).rgb);\n" " FragData.g = dot(weight, texRECT(rgbTex,TexCoord1.st ).rgb);\n" " FragData.b = dot(weight, texRECT(rgbTex,TexCoord2.st ).rgb);\n" " FragData.a = dot(weight, texRECT(rgbTex,TexCoord3.st ).rgb);}";// s_gray = new ProgramCG( rgb2gray_packing_code); */ s_gray = new ProgramCG( "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float intensity = dot(float3(0.299, 0.587, 0.114), texRECT(tex,TexCoord0.xy ).rgb);\n" "FragColor= float4(intensity, intensity, intensity, 1.0);}" ); s_sampling = new ProgramCG( "void main(uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0, \n" " in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n" " in float4 TexCoord3 : TEXCOORD3, out float4 FragData : COLOR0 ){\n" " FragData= float4( texRECT(tex,TexCoord0.st ).r,texRECT(tex,TexCoord1.st ).r,\n" " texRECT(tex,TexCoord2.st ).r,texRECT(tex,TexCoord3.st ).r);}" ); s_margin_copy = program = new ProgramCG( "void main(in float4 texCoord0: TEXCOORD0, out float4 FragColor: COLOR0, \n" "uniform samplerRECT tex, uniform float4 truncate){\n" "float4 cc = texRECT(tex, min(texCoord0.xy, truncate.xy)); \n" "bool2 ob = texCoord0.xy < truncate.xy;\n" "if(ob.y) { FragColor = (truncate.z ==0 ? cc.rrbb : cc.ggaa); } \n" "else if(ob.x) {FragColor = (truncate.w <1.5 ? cc.rgrg : cc.baba);} \n" "else { float4 weights = float4(float4(0, 1, 2, 3) == truncate.w);\n" "float v = dot(weights, cc); FragColor = v.xxxx;}}"); _param_margin_copy_truncate = cgGetNamedParameter(*program, "truncate"); s_zero_pass = new ProgramCG("void main(out float4 FragColor : COLOR0){FragColor = 0;}"); s_grad_pass = program = new ProgramCG( "void main (\n" "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n" "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, float4 TexCU : TEXCOORD4,\n" "out float4 FragData0 : COLOR0, out float4 FragData1 : COLOR1, \n" "out float4 FragData2 : COLOR2, uniform samplerRECT tex, uniform samplerRECT texp)\n" "{\n" " float4 v1, v2, gg;\n" " float4 cc = texRECT(tex, TexCC.xy);\n" " float4 cp = texRECT(texp, TexCC.xy);\n" " FragData0 = cc - cp; \n" " float4 cl = texRECT(tex, TexLC.xy); float4 cr = texRECT(tex, TexRC.xy);\n" " float4 cd = texRECT(tex, TexCD.xy); float4 cu = texRECT(tex, TexCU.xy);\n" " float4 dx = (float4(cr.rb, cc.ga) - float4(cc.rb, cl.ga)).zxwy;\n" " float4 dy = (float4(cu.rg, cc.ba) - float4(cc.rg, cd.ba)).zwxy;\n" " FragData1 = 0.5 * sqrt(dx*dx + dy * dy);\n" " FragData2 = FragData1 > 0? atan2(dy, dx) : float4(0);\n" "}\n\0"); _param_grad_pass_texp = cgGetNamedParameter(*program, "texp"); s_dog_pass = program = new ProgramCG( "void main (float4 TexCC : TEXCOORD0, out float4 FragData0 : COLOR0, \n" " uniform samplerRECT tex, uniform samplerRECT texp)\n" "{\n" " float4 cc = texRECT(tex, TexCC.xy);\n" " float4 cp = texRECT(texp, TexCC.xy);\n" " FragData0 = cc - cp; \n" "}\n\0"); //// if(GlobalUtil::_SupportFP40) { LoadOrientationShader(); if(GlobalUtil::_DescriptorPPT) LoadDescriptorShader(); }else { s_orientation = program = new ProgramCG( "void main(out float4 FragColor : COLOR0, \n" " uniform samplerRECT fTex, uniform samplerRECT oTex, \n" " uniform float2 size, \n" " in float2 tpos : TEXCOORD0){\n" " float4 cc = texRECT(fTex, tpos);\n" " float2 co = cc.xy * 0.5; \n" " float4 oo = texRECT(oTex, co);\n" " bool2 bo = frac(co) < 0.5; \n" " float o = bo.y? (bo.x? oo.r : oo.g) : (bo.x? oo.b : oo.a); \n" " FragColor = float4(cc.rg, o, size.x * pow(size.y, cc.a));}"); _param_orientation_gtex= cgGetNamedParameter(*program, "oTex"); _param_orientation_size= cgGetNamedParameter(*program, "size"); GlobalUtil::_FullSupported = 0; GlobalUtil::_MaxOrientation = 0; GlobalUtil::_DescriptorPPT = 0; std::cerr<<"Orientation simplified on this hardware"< 0.9)? size : -size);\n" " dxy.y = type < 0.2 ? 0 : ((type < 0.3 || type > 0.7 )? -size :size); \n" " sincos(cc.b, s, c);\n" " FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n" " FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n" "}\n\0"); /*FragColor = float4(tpos, 0.0, 1.0);}\n\0");*/ _param_genvbo_size = cgGetNamedParameter(*program, "sizes"); s_display_gaussian = new ProgramCG( "void main(uniform samplerRECT tex, in float4 TexCoord0:TEXCOORD0, out float4 FragData: COLOR0 ){\n" "float4 pc = texRECT(tex, TexCoord0.xy); bool2 ff = (frac(TexCoord0.xy) < 0.5);\n" "float v = ff.y?(ff.x? pc.r : pc.g):(ff.x?pc.b:pc.a); FragData = float4(v.xxx, 1.0);}"); s_display_dog = new ProgramCG( "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float4 pc = texRECT(tex, TexCoord0.xy); bool2 ff = (frac(TexCoord0.xy) < 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" "FragColor = float4(g, g, g, 1.0);}" ); s_display_grad = new ProgramCG( "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float4 pc = texRECT(tex, TexCoord0.xy); bool2 ff = (frac(TexCoord0.xy) < 0.5);\n" "float v = ff.y ?(ff.x ? pc.r : pc.g):(ff.x ? pc.b : pc.a); FragColor = float4(5.0 *v.xxx, 1.0); }"); s_display_keys= new ProgramCG( "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n" "float4 oc = texRECT(tex, TexCoord0.xy); \n" "float4 cc = float4(abs(oc.r) == float4(1.0, 2.0, 3.0, 4.0));\n" "bool2 ff = (frac(TexCoord0.xy) < 0.5);\n" "float v = ff.y ?(ff.x ? cc.r : cc.g):(ff.x ? cc.b : cc.a);\n" "if(oc.r == 0) discard;\n" "else if(oc.r > 0) FragColor = float4(1.0, 0, 0,1.0); \n" "else FragColor = float4(0.0,1.0,0.0,1.0); }" ); } void ShaderBagPKCG::LoadGenListShader(int ndoglev, int nlev) { //the V2 algorithms are only slightly faster, but way more complicated //LoadGenListShaderV2(ndoglev, nlev); return; ProgramCG * program; s_genlist_init_tight = new ProgramCG( "void main (uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0,\n" "in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n" "in float4 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n" "{\n" " float4 data = float4( texRECT(tex, TexCoord0.xy).r,\n" " texRECT(tex, TexCoord1.xy).r,\n" " texRECT(tex, TexCoord2.xy).r,\n" " texRECT(tex, TexCoord3.xy).r);\n" " FragColor = float4(data != 0);\n" "}"); s_genlist_init_ex = program = new ProgramCG( "void main (uniform float4 bbox, uniform samplerRECT tex, \n" "in float4 TexCoord0 : TEXCOORD0, in float4 TexCoord1 : TEXCOORD1, \n" "in float4 TexCoord2 : TEXCOORD2, in float4 TexCoord3 : TEXCOORD3,\n" "out float4 FragColor : COLOR0)\n" "{\n" " bool4 helper1 = abs(texRECT(tex, TexCoord0.xy).r)== float4(1.0, 2.0, 3.0, 4.0); \n" " bool4 helper2 = abs(texRECT(tex, TexCoord1.xy).r)== float4(1.0, 2.0, 3.0, 4.0);\n" " bool4 helper3 = abs(texRECT(tex, TexCoord2.xy).r)== float4(1.0, 2.0, 3.0, 4.0);\n" " bool4 helper4 = abs(texRECT(tex, TexCoord3.xy).r)== float4(1.0, 2.0, 3.0, 4.0);\n" " bool4 bx1 = TexCoord0.xxyy < bbox; \n" " bool4 bx4 = TexCoord3.xxyy < bbox; \n" " bool4 bx2 = bool4(bx4.xy, bx1.zw); \n" " bool4 bx3 = bool4(bx1.xy, bx4.zw);\n" " helper1 = (bx1.xyxy && bx1.zzww && helper1);\n" " helper2 = (bx2.xyxy && bx2.zzww && helper2);\n" " helper3 = (bx3.xyxy && bx3.zzww && helper3);\n" " helper4 = (bx4.xyxy && bx4.zzww && helper4);\n" " FragColor.r = any(helper1.xy || helper1.zw); \n" " FragColor.g = any(helper2.xy || helper2.zw); \n" " FragColor.b = any(helper3.xy || helper3.zw); \n" " FragColor.a = any(helper4.xy || helper4.zw); \n" "}"); _param_genlist_init_bbox = cgGetNamedParameter( *program, "bbox"); s_genlist_end = program = new ProgramCG( GlobalUtil::_KeepExtremumSign == 0 ? "void main( uniform samplerRECT tex, uniform samplerRECT ktex,\n" " in float4 tpos : TEXCOORD0, out float4 FragColor : COLOR0)\n" "{\n" " float4 tc = texRECT( tex, tpos.xy);\n" " float2 pos = tc.rg; float index = tc.b;\n" " float4 tk = texRECT( ktex, pos); \n" " float4 keys = float4(abs(tk.x) == float4(1.0, 2.0, 3.0, 4.0)); \n" " float2 opos; \n" " opos.x = dot(keys, float4(-0.5, 0.5, -0.5, 0.5));\n" " opos.y = dot(keys, float4(-0.5, -0.5, 0.5, 0.5));\n" " FragColor = float4(opos + pos + pos + tk.yz, 1.0, tk.w);\n" "}" : "void main( uniform samplerRECT tex, uniform samplerRECT ktex,\n" " in float4 tpos : TEXCOORD0, out float4 FragColor : COLOR0)\n" "{\n" " float4 tc = texRECT( tex, tpos.xy);\n" " float2 pos = tc.rg; float index = tc.b;\n" " float4 tk = texRECT( ktex, pos); \n" " float4 keys = float4(abs(tk.x) == float4(1.0, 2.0, 3.0, 4.0)); \n" " float2 opos; \n" " opos.x = dot(keys, float4(-0.5, 0.5, -0.5, 0.5));\n" " opos.y = dot(keys, float4(-0.5, -0.5, 0.5, 0.5));\n" " FragColor = float4(opos + pos + pos + tk.yz, sign(tk.x), tk.w);\n" "}" ); _param_genlist_end_ktex = cgGetNamedParameter(*program, "ktex"); //reduction ... s_genlist_histo = new ProgramCG( "void main (uniform samplerRECT tex, in float2 TexCoord0 : TEXCOORD0,\n" "in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n" "in float2 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n" "{\n" " float4 helper; float4 helper2; \n" " helper = texRECT(tex, TexCoord0); helper2.xy = helper.xy + helper.zw; \n" " helper = texRECT(tex, TexCoord1); helper2.zw = helper.xy + helper.zw; \n" " FragColor.rg = helper2.xz + helper2.yw;\n" " helper = texRECT(tex, TexCoord2); helper2.xy = helper.xy + helper.zw; \n" " helper = texRECT(tex, TexCoord3); helper2.zw = helper.xy + helper.zw; \n" " FragColor.ba= helper2.xz+helper2.yw;\n" "}"); //read of the first part, which generates tex coordinates s_genlist_start= program = ShaderBagCG::LoadGenListStepShader(1, 1); _param_ftex_width= cgGetNamedParameter(*program, "width"); _param_genlist_start_tex0 = cgGetNamedParameter(*program, "tex0"); //stepping s_genlist_step = program = ShaderBagCG::LoadGenListStepShader(0, 1); _param_genlist_step_tex= cgGetNamedParameter(*program, "tex"); _param_genlist_step_tex0= cgGetNamedParameter(*program, "tex0"); } void ShaderBagPKCG::LoadGenListShaderV2(int ndoglev, int nlev) { ProgramCG * program; s_genlist_init_tight = new ProgramCG( "void main (uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0,\n" "in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n" "in float4 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n" "{\n" " float4 data1 = texRECT(tex, TexCoord0.xy);\n" " float4 data2 = texRECT(tex, TexCoord1.xy);\n" " float4 data3 = texRECT(tex, TexCoord2.xy);\n" " float4 data4 = texRECT(tex, TexCoord3.xy);\n" " bool4 helper1 = (abs(data1.r), float4(1.0, 2.0, 3.0, 4.0)); \n" " bool4 helper2 = (abs(data2.r), float4(1.0, 2.0, 3.0, 4.0));\n" " bool4 helper3 = (abs(data3.r), float4(1.0, 2.0, 3.0, 4.0));\n" " bool4 helper4 = (abs(data4.r), float4(1.0, 2.0, 3.0, 4.0));\n" " FragColor.r = any(helper1.xy || helper1.zw); \n" " FragColor.g = any(helper2.xy || helper2.zw); \n" " FragColor.b = any(helper3.xy || helper3.zw); \n" " FragColor.a = any(helper4.xy || helper4.zw); \n" " if(dot(FragColor, float4(1,1,1,1)) == 1) \n" " {\n" " //use a special method if there is only one in the 16, \n" " float4 data, helper; float2 pos, opos; \n" " if(FragColor.r){ \n" " data = data1; helper = helper1; pos = TexCoord0.xy;\n" " }else if(FragColor.g){\n" " data = data2; helper = helper2; pos = TexCoord1.xy;\n" " }else if(FragColor.b){\n" " data = data3; helper = helper3; pos = TexCoord2.xy;\n" " }else{\n" " data = data4; helper = helper4; pos = TexCoord3.xy;\n" " }\n" " opos.x = dot(helper, float4(-0.5, 0.5, -0.5, 0.5));\n" " opos.y = dot(helper, float4(-0.5, -0.5, 0.5, 0.5));\n" " FragColor = float4( pos + pos + opos + data.yz, -1, data.w); \n" " }\n" "}"); s_genlist_init_ex = program = new ProgramCG( "void main (uniform float4 bbox, uniform samplerRECT tex, \n" "in float4 TexCoord0 : TEXCOORD0, in float4 TexCoord1 : TEXCOORD1, \n" "in float4 TexCoord2 : TEXCOORD2, in float4 TexCoord3 : TEXCOORD3,\n" "out float4 FragColor : COLOR0)\n" "{\n" " float4 data1 = texRECT(tex, TexCoord0.xy);\n" " float4 data2 = texRECT(tex, TexCoord1.xy);\n" " float4 data3 = texRECT(tex, TexCoord2.xy);\n" " float4 data4 = texRECT(tex, TexCoord3.xy);\n" " bool4 helper1 = (abs(data1.r), float4(1.0, 2.0, 3.0, 4.0)); \n" " bool4 helper2 = (abs(data2.r), float4(1.0, 2.0, 3.0, 4.0));\n" " bool4 helper3 = (abs(data3.r), float4(1.0, 2.0, 3.0, 4.0));\n" " bool4 helper4 = (abs(data4.r), float4(1.0, 2.0, 3.0, 4.0));\n" " bool4 bx1 = TexCoord0.xxyy < bbox; \n" " bool4 bx4 = TexCoord3.xxyy < bbox; \n" " bool4 bx2 = bool4(bx4.xy, bx1.zw); \n" " bool4 bx3 = bool4(bx1.xy, bx4.zw);\n" " helper1 = bx1.xyxy && bx1.zzww && helper1; \n" " helper2 = bx2.xyxy && bx2.zzww && helper2; \n" " helper3 = bx3.xyxy && bx3.zzww && helper3; \n" " helper4 = bx4.xyxy && bx4.zzww && helper4; \n" " FragColor.r = any(helper1.xy || helper1.zw); \n" " FragColor.g = any(helper2.xy || helper2.zw); \n" " FragColor.b = any(helper3.xy || helper3.zw); \n" " FragColor.a = any(helper4.xy || helper4.zw); \n" " if(dot(FragColor, float4(1,1,1,1)) == 1) \n" " {\n" " //use a special method if there is only one in the 16, \n" " float4 data, helper; bool4 bhelper; float2 pos, opos; \n" " if(FragColor.r){ \n" " data = data1; bhelper = helper1; pos = TexCoord0.xy;\n" " }else if(FragColor.g){\n" " data = data2; bhelper = helper2; pos = TexCoord1.xy;\n" " }else if(FragColor.b){\n" " data = data3; bhelper = helper3; pos = TexCoord2.xy;\n" " }else{\n" " data = data4; bhelper = helper4; pos = TexCoord3.xy;\n" " }\n" " helper = float4(bhelper); \n" " opos.x = dot(helper, float4(-0.5, 0.5, -0.5, 0.5));\n" " opos.y = dot(helper, float4(-0.5, -0.5, 0.5, 0.5));\n" " FragColor = float4(pos + pos + opos + data.yz, -1, data.w); \n" " }\n" "}"); _param_genlist_init_bbox = cgGetNamedParameter( *program, "bbox"); s_genlist_end = program = new ProgramCG( "void main( uniform samplerRECT tex, uniform samplerRECT ktex,\n" " in float4 tpos : TEXCOORD0, out float4 FragColor : COLOR0)\n" "{\n" " float4 tc = texRECT( tex, tpos.xy);\n" " float2 pos = tc.rg; float index = tc.b;\n" " if(index == -1)\n" " {\n" " FragColor = float4(tc.xy, 0, tc.w);\n" " }else\n" " {\n" " float4 tk = texRECT( ktex, pos); \n" " float4 keys = float4(abs(tk.r) == float4(1.0, 2.0, 3.0, 4.0)); \n" " float2 opos; \n" " opos.x = dot(keys, float4(-0.5, 0.5, -0.5, 0.5));\n" " opos.y = dot(keys, float4(-0.5, -0.5, 0.5, 0.5));\n" " FragColor = float4(opos + pos + pos + tk.yz, 0, tk.w);\n" " }\n" "}"); _param_genlist_end_ktex = cgGetNamedParameter(*program, "ktex"); //reduction ... s_genlist_histo = new ProgramCG( "void main (uniform samplerRECT tex, in float2 TexCoord0 : TEXCOORD0,\n" "in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n" "in float2 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n" "{\n" " float4 helper[4]; float4 helper2; \n" " helper[0] = texRECT(tex, TexCoord0); helper2.xy = helper[0].xy + helper[0].zw; \n" " helper[1] = texRECT(tex, TexCoord1); helper2.zw = helper[1].xy + helper[1].zw; \n" " FragColor.rg = helper2.xz + helper2.yw;\n" " helper[2] = texRECT(tex, TexCoord2); helper2.xy = helper[2].xy + helper[2].zw; \n" " helper[3] = texRECT(tex, TexCoord3); helper2.zw = helper[3].xy + helper[3].zw; \n" " FragColor.ba= helper2.xz+helper2.yw;\n" " bool4 keyt = float4(helper[0].z, helper[1].z, helper[2].z, helper[3].z) == -1.0; \n" " float keyc = dot(float4(keyt), float4(1,1,1,1)); \n" " if(keyc == 1.0 && dot(FragColor, float4(1,1,1,1)) == -1.0) \n" " {\n" " if(keyt.x) FragColor = helper[0];\n" " else if(keyt.y) FragColor = helper[1]; \n" " else if(keyt.z) FragColor = helper[2]; \n" " else FragColor = helper[3]; \n" " }else\n" " {\n" " FragColor = keyt? float4(1,1,1,1) : FragColor;\n" " }\n" "}"); //read of the first part, which generates tex coordinates s_genlist_start= program = ShaderBagCG::LoadGenListStepShaderV2(1, 1); _param_ftex_width= cgGetNamedParameter(*program, "width"); _param_genlist_start_tex0 = cgGetNamedParameter(*program, "tex0"); //stepping s_genlist_step = program = ShaderBagCG::LoadGenListStepShaderV2(0, 1); _param_genlist_step_tex= cgGetNamedParameter(*program, "tex"); _param_genlist_step_tex0= cgGetNamedParameter(*program, "tex0"); } ProgramCG* ShaderBagCG::LoadGenListStepShaderV2(int start, int step) { int i; char buffer[10240]; //char chanels[5] = "rgba"; ostrstream out(buffer, 10240); out<<"void main(out float4 FragColor : COLOR0, \n"; for(i = 0; i < step; i++) out<<"uniform samplerRECT tex"<0) { out<<"float2 cpos = float2(-0.5, 0.5);\t float2 opos;\n"; for(i = 0; i < step; i++) { out<<"cc = texRECT(tex"< max(v1[i], v2[i]), test2 = cc[i] < min(v1[i], v2[i]);\n" " key[i] = cc[i] > THRESHOLD0 && all(test1.xy&&test1.zw)?1.0: 0.0;\n" " key[i] = cc[i] < -THRESHOLD0 && all(test2.xy&&test2.zw)? -1.0: key[i];\n" " }\n" " if(TexCC.x < 1.0) {key.rb = 0;}\n" " if(TexCC.y < 1.0) {key.rg = 0;}\n" " FragData0 = float4(0.0);\n" " if(all(key == 0.0)) return; \n"; //do edge supression first.. //vector v1 is < (-1, 0), (1, 0), (0,-1), (0, 1)> //vector v2 is < (-1,-1), (-1,1), (1,-1), (1, 1)> out<< " float fxx[4], fyy[4], fxy[4], fx[4], fy[4];\n" " for(int i = 0; i < 4; i++) \n" " {\n" " if(key[i] != 0)\n" " {\n" " float4 D2 = v1[i].xyzw - cc[i];\n" " float2 D4 = v2[i].xw - v2[i].yz;\n" " float2 D5 = 0.5*(v1[i].yw-v1[i].xz); \n" " fx[i] = D5.x;\n" " 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 || score_up > THRESHOLD2 * score_down)key[i] = 0;\n" " }\n" " }\n" " if(all(key == 0.0)) return; \n\n"; //////////////////////////////////////////////// //read 9 pixels of upper/lower level out<< " float4 v4[4], v5[4], v6[4];\n" " ccc = texRECT(texU, TexCC.xy);\n" " clc = texRECT(texU, TexLC.xy);\n" " crc = texRECT(texU, TexRC.xy);\n" " ccd = texRECT(texU, TexCD.xy);\n" " ccu = texRECT(texU, TexCU.xy);\n" " cld = texRECT(texU, TexLD.xy);\n" " clu = texRECT(texU, TexLU.xy);\n" " crd = texRECT(texU, TexRD.xy);\n" " cru = texRECT(texU, TexRU.xy);\n" " float4 cu = ccc;\n" " v4[0] = float4(clc.g, ccc.g, ccd.b, ccc.b);\n" " v4[1] = float4(ccc.r, crc.r, ccd.a, ccc.a);\n" " v4[2] = float4(clc.a, ccc.a, ccc.r, ccu.r);\n" " v4[3] = float4(ccc.b, crc.b, ccc.g, ccu.g);\n" " v6[0] = float4(cld.a, clc.a, ccd.a, ccc.a);\n" " v6[1] = float4(ccd.b, ccc.b, crd.b, crc.b);\n" " v6[2] = float4(clc.g, clu.g, ccc.g, ccu.g);\n" " v6[3] = float4(ccc.r, ccu.r, crc.r, cru.r);\n" << " for(int i = 0; i < 4; i++)\n" " {\n" " if(key[i] == 1.0)\n" " {\n" " bool4 test = cc[i]< max(v4[i], v6[i]); \n" " if(cc[i] < cu[i] || any(test.xy||test.zw))key[i] = 0.0; \n" " }else if(key[i] == -1.0)\n" " {\n" " bool4 test = cc[i]> min( v4[i], v6[i]); \n" " if(cc[i] > cu[i] || any(test.xy||test.zw))key[i] = 0.0; \n" " }\n" " }\n" " if(all(key == 0.0)) return; \n" << " ccc = texRECT(texD, TexCC.xy);\n" " clc = texRECT(texD, TexLC.xy);\n" " crc = texRECT(texD, TexRC.xy);\n" " ccd = texRECT(texD, TexCD.xy);\n" " ccu = texRECT(texD, TexCU.xy);\n" " cld = texRECT(texD, TexLD.xy);\n" " clu = texRECT(texD, TexLU.xy);\n" " crd = texRECT(texD, TexRD.xy);\n" " cru = texRECT(texD, TexRU.xy);\n" " float4 cd = ccc;\n" " v5[0] = float4(clc.g, ccc.g, ccd.b, ccc.b);\n" " v5[1] = float4(ccc.r, crc.r, ccd.a, ccc.a);\n" " v5[2] = float4(clc.a, ccc.a, ccc.r, ccu.r);\n" " v5[3] = float4(ccc.b, crc.b, ccc.g, ccu.g);\n" " v6[0] = float4(cld.a, clc.a, ccd.a, ccc.a);\n" " v6[1] = float4(ccd.b, ccc.b, crd.b, crc.b);\n" " v6[2] = float4(clc.g, clu.g, ccc.g, ccu.g);\n" " v6[3] = float4(ccc.r, ccu.r, crc.r, cru.r);\n" << " for(int i = 0; i < 4; i++)\n" " {\n" " if(key[i] == 1.0)\n" " {\n" " bool4 test = cc[i]< max(v5[i], v6[i]);\n" " if(cc[i] < cd[i] || any(test.xy||test.zw))key[i] = 0.0; \n" " }else if(key[i] == -1.0)\n" " {\n" " bool4 test = cc[i]>min(v5[i],v6[i]);\n" " if(cc[i] > cd[i] || any(test.xy||test.zw))key[i] = 0.0; \n" " }\n" " }\n" " float keysum = dot(abs(key), float4(1, 1, 1, 1)) ;\n" " //assume there is only one keypoint in the four. \n" " if(keysum != 1.0) return; \n"; ////////////////////////////////////////////////////////////////////// if(GlobalUtil::_SubpixelLocalization) out << " float3 offset = float3(0, 0, 0); \n" " /*The unrolled follwing loop is faster than a dynamic indexing version.*/\n" " for(int idx = 1; idx < 4; idx++)\n" " {\n" " if(key[idx] != 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]; \n" " }\n" " }\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" " float4 A0, A1, A2 ; \n" " A0 = float4(fxx[0], fxy[0], fxs, -fx[0]); \n" " A1 = float4(fxy[0], fyy[0], fys, -fy[0]); \n" " A2 = float4(fxs, fys, fss, -fs); \n" " float3 x3 = abs(float3(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" " float4 TEMP = A1; A1 = A0; A0 = TEMP; \n" " }else if( x3.z == maxa ) \n" " { \n" " float4 TEMP = A2; A2 = A0; A0 = TEMP; \n" " } \n" " A0 /= A0.x; \n" " A1 -= A1.x * A0; \n" " A2 -= A2.x * A0; \n" " float2 x2 = abs(float2(A1.y, A2.y)); \n" " if( x2.y > x2.x ) \n" " { \n" " float3 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(float3(fx[0], fy[0], fs), offset ))>THRESHOLD1) ;\n" " if(!test || any( abs(offset) >= 1.0)) return;\n" " }\n" " }\n" " }\n" <<"\n" " float keyv = dot(key, float4(1.0, 2.0, 3.0, 4.0));\n" " FragData0 = float4(keyv, offset);\n" "}\n" <<'\0'; else out << "\n" " float keyv = dot(key, float4(1.0, 2.0, 3.0, 4.0));\n" " FragData0 = float4(keyv, 0, 0, 0);\n" "}\n" <<'\0'; s_keypoint = program = new ProgramCG(buffer); //parameter _param_dog_texu = cgGetNamedParameter(*program, "texU"); _param_dog_texd = cgGetNamedParameter(*program, "texD"); } void ShaderBagPKCG::LoadOrientationShader() { char buffer[10240]; ostrstream out(buffer,10240); out<<"\n" "#define GAUSSIAN_WF "<1 && GlobalUtil::_OrientationPack2 == 0) out<<", out float4 OrientationData : COLOR1"; //use 9 float4 to store histogram of 36 directions out<<") \n" "{ \n" " float4 bins[10]; \n" " for (int i=0; i<9; i++) bins[i] = float4(0,0,0,0); \n" " float4 sift = texRECT(tex, TexCoord0); \n" " float2 pos = sift.xy; \n" " bool orientation_mode = (size.z != 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); \n" " if(size.z < 0) {FeatureData = float4(pos, 0, sigma); return;}" " float gsigma = sigma * GAUSSIAN_WF; \n" " float2 win = abs(sigma.xx) * (SAMPLE_WF * GAUSSIAN_WF); \n" " float2 dim = size.xy; \n" " float4 dist_threshold = float4(win.x*win.x+0.5); \n" " float factor = -0.5/(gsigma*gsigma); \n" " float4 sz; float2 spos; \n" " //if(any(pos.xy <= 1)) discard; \n" " sz.xy = max( pos - win, float2(2,2)); \n" " sz.zw = min( pos + win, dim-3); \n" " sz = floor(sz*0.5) + 0.5; "; //loop to get the histogram 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" " float2 offset = 2* spos - pos - 0.5; \n" " float4 off = float4(offset, offset + 1); \n" " float4 distsq = off.xzxz * off.xzxz + off.yyww * off.yyww; \n" " bool4 inside = distsq < dist_threshold; \n" " if(any(inside.xy||inside.zw)) \n" " { \n" " float4 gg = texRECT(gtex, spos); \n" " float4 oo = texRECT(otex, spos); \n" " float4 weight = gg * exp(distsq * factor); \n" " float4 idxv = floor(degrees(oo)*0.1); \n" " idxv = idxv<0? idxv + 36.0: idxv; \n" " float4 vidx = 4.0* fract(idxv * 0.25);//fmod(idxv, 4.0);\n"; // if(GlobalUtil::_UseDynamicIndexing && strcmp(cgGetProfileString(ProgramCG::_FProfile), "gp4fp")==0) //if(ProgramCG::_FProfile == CG_PROFILE_GPU_FP) this enumerant is not defined in cg1.5 { //gp4fp supports dynamic indexing, but it might be slow on some GPUs out<<"\n" " for(int i = 0 ; i < 4; i++)\n" " {\n" " if(inside[i])\n" " {\n" " float idx = idxv[i]; \n" " float4 inc = weight[i] * float4(vidx[i] == float4(0,1,2,3)); \n" " int iidx = int(floor(idx*0.25)); \n" " bins[iidx]+=inc; \n" " } \n" " } \n" " } \n" " } \n" " }"; }else { //nvfp40 still does not support dynamic array indexing //unrolled binary search //it seems to be faster than the dyanmic indexing version on some GPUs out<<"\n" " for(int i = 0 ; i < 4; i++)\n" " {\n" " if(inside[i])\n" " {\n" " float idx = idxv[i]; \n" " float4 inc = weight[i] * float4(vidx[i] == float4(0,1,2,3)); \n" " if(idx < 16) \n" " { \n" " if(idx < 8) \n" " { \n" " if(idx < 4) { bins[0]+=inc;} \n" " else { bins[1]+=inc;} \n" " }else \n" " { \n" " if(idx < 12){ bins[2]+=inc;} \n" " else { bins[3]+=inc;} \n" " } \n" " }else if(idx < 32) \n" " { \n" " if(idx < 24) \n" " { \n" " if(idx <20) { bins[4]+=inc;} \n" " else { bins[5]+=inc;} \n" " }else \n" " { \n" " if(idx < 28){ bins[6]+=inc;} \n" " else { bins[7]+=inc;} \n" " } \n" " }else \n" " { \n" " bins[8]+=inc; \n" " } \n" " } \n" " } \n" " } \n" " } \n" " }"; } //reuse the code from the unpacked version.. ShaderBagCG::WriteOrientationCodeToStream(out); ProgramCG * program; s_orientation = program = new ProgramCG(buffer); _param_orientation_gtex = cgGetNamedParameter(*program, "gtex"); _param_orientation_otex = cgGetNamedParameter(*program, "otex"); _param_orientation_size = cgGetNamedParameter(*program, "size"); } void ShaderBagPKCG::LoadDescriptorShader() { GlobalUtil::_DescriptorPPT = 16; LoadDescriptorShaderF2(); } void ShaderBagPKCG::LoadDescriptorShaderF2() { //one shader outpout 128/8 = 16 , each fragout encodes 4 //const double twopi = 2.0*3.14159265358979323846; //const double rpi = 8.0/twopi; char buffer[10240]; ostrstream out(buffer, 10240); out<=dim-1)) " " //discard; \n" " { FragData0 = FragData1 = float4(0.0); return; }\n" " float anglef = texRECT(tex, coord).z;\n" " if(anglef > M_PI) anglef -= TWO_PI;\n" " float sigma = texRECT(tex, coord).w; \n" " float spt = abs(sigma * WF); //default to be 3*sigma \n"; //rotation out<< " float4 cscs, rots; \n" " sincos(anglef, cscs.y, cscs.x); \n" " cscs.zw = - cscs.xy; \n" " rots = cscs /spt; \n" " cscs *= spt; \n"; //here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma //and rots is (cos, sin, -cos, -sin ) /(factor*sigma) //devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread //To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side out<< " float4 temp; float2 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"; //get a horizontal bounding box of the rotated rectangle out<< " float2 bwin = abs(cscs.xy); \n" " float bsz = bwin.x + bwin.y; \n" " float4 sz; float2 spos; \n" " sz.xy = max(pt - bsz, float2(2,2));\n" " sz.zw = min(pt + bsz, dim - 3); \n" " sz = floor(sz * 0.5) + 0.5;"; //move sample point to pixel center //get voting for two box out<<"\n" " float4 DA, DB; \n" " DA = DB = float4(0, 0, 0, 0); \n" " float4 nox = float4(0, rots.xy, rots.x + rots.y); \n" " float4 noy = float4(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" " float2 tpt = spos * 2.0 - pt - 0.5; \n" " float4 temp = rots.xywx * tpt.xyxy; \n" " float2 temp2 = temp.xz + temp.yw; \n" " float4 nx = temp2.x + nox; \n" " float4 ny = temp2.y + noy; \n" " float4 nxn = abs(nx), nyn = abs(ny); \n" " bool4 inside = (max(nxn, nyn) < 1.0); \n" " if(any(inside.xy || inside.zw))\n" " {\n" " float4 gg = texRECT(gtex, spos);\n" " float4 oo = texRECT(otex, spos);\n" " float4 theta0 = (anglef - oo)*RPI;\n" " float4 theta = theta0 < 0? theta0 + 8.0 : theta0;//8.0 * frac(1.0 + 0.125 * theta0);// \n" " float4 theta1 = floor(theta); \n" " float4 diffx = nx + offsetpt.x, diffy = ny + offsetpt.y; \n" " float4 ww = exp(-0.125 * (diffx * diffx + diffy * diffy )); \n" " float4 weight = (1 - nxn) * (1 - nyn) * gg * ww; \n" " float4 weight2 = (theta - theta1) * weight; \n" " float4 weight1 = weight - weight2; \n" " for(int i = 0;i < 4; i++)\n" " {\n" " if(inside[i])\n" " {\n" " DA += float4(theta1[i] == float4(0, 1, 2, 3))*weight1[i]; \n" " DA += float4(theta1[i] == float4(7, 0, 1, 2))*weight2[i]; \n" " DB += float4(theta1[i] == float4(4, 5, 6, 7))*weight1[i]; \n" " DB += float4(theta1[i] == float4(3, 4, 5, 6))*weight2[i]; \n" " }\n" " }\n" " }\n" " }\n" " }\n"; out<< " FragData0 = DA; FragData1 = DB;\n" "}\n"<<'\0'; ProgramCG * program; s_descriptor_fp = program = new ProgramCG(buffer); _param_descriptor_gtex = cgGetNamedParameter(*program, "gtex"); _param_descriptor_otex = cgGetNamedParameter(*program, "otex"); _param_descriptor_size = cgGetNamedParameter(*program, "size"); _param_descriptor_dsize = cgGetNamedParameter(*program, "dsize"); } void ShaderBagPKCG::SetMarginCopyParam(int xmax, int ymax) { float truncate[4]; truncate[0] = (xmax - 0.5f) * 0.5f; //((xmax + 1) >> 1) - 0.5f; truncate[1] = (ymax - 0.5f) * 0.5f; //((ymax + 1) >> 1) - 0.5f; truncate[2] = (xmax %2 == 1)? 0.0f: 1.0f; truncate[3] = truncate[2] + (((ymax % 2) == 1)? 0.0f : 2.0f); cgGLSetParameter4fv(_param_margin_copy_truncate, truncate); } void ShaderBagPKCG::SetGradPassParam(int texP) { cgGLSetTextureParameter(_param_grad_pass_texp, texP); cgGLEnableTextureParameter(_param_grad_pass_texp); } void ShaderBagPKCG::SetGenListEndParam(int ktex) { cgGLSetTextureParameter(_param_genlist_end_ktex, ktex); cgGLEnableTextureParameter(_param_genlist_end_ktex); } void ShaderBagPKCG::SetDogTexParam(int texU, int texD) { cgGLSetTextureParameter(_param_dog_texu, texU); cgGLEnableTextureParameter(_param_dog_texu); cgGLSetTextureParameter(_param_dog_texd, texD); cgGLEnableTextureParameter(_param_dog_texd); } void ShaderBagPKCG::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}; cgGLSetParameter4fv(_param_genlist_init_bbox, bbox); } void ShaderBagPKCG::SetGenListStartParam(float width, int tex0) { cgGLSetParameter1f(_param_ftex_width, width); if(_param_genlist_start_tex0) { cgGLSetTextureParameter(_param_genlist_start_tex0, tex0); cgGLEnableTextureParameter(_param_genlist_start_tex0); } } void ShaderBagPKCG::SetGenListStepParam(int tex, int tex0) { cgGLSetTextureParameter(_param_genlist_step_tex, tex); cgGLEnableTextureParameter(_param_genlist_step_tex); cgGLSetTextureParameter(_param_genlist_step_tex0, tex0); cgGLEnableTextureParameter(_param_genlist_step_tex0); } void ShaderBagPKCG::SetGenVBOParam(float width, float fwidth, float size) { float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width}; cgGLSetParameter4fv(_param_genvbo_size, sizes); } void ShaderBagPKCG::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step) { cgGLSetTextureParameter(_param_orientation_gtex, oTex); cgGLEnableTextureParameter(_param_orientation_gtex); cgGLSetParameter2f(_param_orientation_size, sigma, sigma_step); } void ShaderBagPKCG::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int otex, float step) { /// cgGLSetTextureParameter(_param_orientation_gtex, gtex); cgGLEnableTextureParameter(_param_orientation_gtex); cgGLSetTextureParameter(_param_orientation_otex, otex); cgGLEnableTextureParameter(_param_orientation_otex); float size[4]; size[0] = (float)width; size[1] = (float)height; size[2] = sigma; size[3] = step; cgGLSetParameter4fv(_param_orientation_size, size); } void ShaderBagPKCG::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma) { /// cgGLSetTextureParameter(_param_descriptor_gtex, gtex); cgGLEnableTextureParameter(_param_descriptor_gtex); cgGLSetTextureParameter(_param_descriptor_otex, otex); cgGLEnableTextureParameter(_param_descriptor_otex); float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth}; cgGLSetParameter4fv(_param_descriptor_dsize, dsize); float size[3]; size[0] = width; size[1] = height; size[2] = GlobalUtil::_DescriptorWindowFactor; cgGLSetParameter3fv(_param_descriptor_size, size); } #endif