//////////////////////////////////////////////////////////////////////////// // File: ProgramGLSL.h // Author: Changchang Wu // Description : Interface for ProgramGLSL classes // ProgramGLSL: Glsl Program // FilterGLSL: Glsl Gaussian Filters // ShaderBag: base class of ShaderBagPKSL and ShaderBagGLSL // // 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 // //////////////////////////////////////////////////////////////////////////// #ifndef _PROGRAM_GLSL_H #define _PROGRAM_GLSL_H #include "ProgramGPU.h" class ProgramGLSL:public ProgramGPU { class ShaderObject { GLuint _shaderID; int _type; int _compiled; static int ReadShaderFile(const char * source, char *& code); void CheckCompileLog(); public: void PrintCompileLog(ostream & os ); int inline IsValidShaderObject(){ return _shaderID && _compiled;} int IsValidVertexShader(); int IsValidFragmentShader(); GLuint GetShaderID(){return _shaderID;} ~ShaderObject(); ShaderObject(int shadertype, const char * source, int filesource =0); }; protected: int _linked; GLint _TextureParam0; GLuint _programID; private: void AttachShaderObject(ShaderObject& shader); void DetachShaderObject(ShaderObject& shader); public: void ReLink(); int IsNative(); int UseProgram(); void PrintLinkLog(std::ostream&os); int ValidateProgram(); void CheckLinkLog(); int LinkProgram(); operator GLuint (){return _programID;} virtual void * GetProgramID() { return (void*) _programID; } public: ProgramGLSL(); ~ProgramGLSL(); ProgramGLSL(const char* frag_source); }; class GLTexImage; class FilterGLSL : public FilterProgram { private: ProgramGPU* CreateFilterH(float kernel[], int width); ProgramGPU* CreateFilterV(float kernel[], int height); ProgramGPU* CreateFilterHPK(float kernel[], int width); ProgramGPU* CreateFilterVPK(float kernel[], int height); public: void MakeFilterProgram(float kernel[], int width); public: FilterGLSL(float sigma) ; }; class SiftParam; ///////////////////////////////////////////////////////////////////////////////// //class ShaderBag //desciption: pure virtual class // provides storage and usage interface of all the shaders for SIFT // two implementations are ShaderBagPKSL and ShaderBagGLSL ///////////////////////////////////////////////////////////////////////////////// class ShaderBag { public: //shader: rgb to gray ProgramGPU * s_gray; //shader: copy keypoint to PBO ProgramGPU * s_copy_key; //shader: debug view ProgramGPU * s_debug; //shader: orientation //shader: assign simple orientation to keypoints if hardware is low ProgramGPU * s_orientation; //shader: display gaussian levels ProgramGPU * s_display_gaussian; //shader: display difference of gassian ProgramGPU * s_display_dog; //shader: display gradient ProgramGPU * s_display_grad; //shader: display keypoints as red(maximum) and blue (minimum) ProgramGPU * s_display_keys; //shader: up/down-sample ProgramGPU * s_sampling; //shader: compute gradient/dog ProgramGPU * s_grad_pass; ProgramGPU * s_dog_pass; //shader: keypoint detection in one pass ProgramGPU * s_keypoint; ProgramGPU * s_seperate_sp; //shader: feature list generations.. ProgramGPU * s_genlist_init_tight; ProgramGPU * s_genlist_init_ex; ProgramGPU * s_genlist_histo; ProgramGPU * s_genlist_start; ProgramGPU * s_genlist_step; ProgramGPU * s_genlist_end; ProgramGPU * s_zero_pass; //shader: generate vertex to display SIFT as a square ProgramGPU * s_vertex_list; //shader: descriptor ProgramGPU * s_descriptor_fp; //shader: copy pixels to margin ProgramGPU * s_margin_copy; public: FilterProgram * f_gaussian_skip0; vector f_gaussian_skip0_v; FilterProgram * f_gaussian_skip1; FilterProgram ** f_gaussian_step; int _gaussian_step_num; public: virtual void SetGenListInitParam(int w, int h){}; virtual void SetGenListEndParam(int ktex){}; virtual void SetMarginCopyParam(int xmax, int ymax){}; virtual void LoadDescriptorShader(){}; virtual void SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma){}; virtual void SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex, float step){}; virtual void SetSimpleOrientationInput(int oTex, float sigma, float sigma_step){}; virtual void LoadOrientationShader() =0; virtual void SetGenListStartParam(float width, int tex0) =0; virtual void LoadGenListShader(int ndoglev, int nlev)=0; virtual void UnloadProgram()=0; virtual void LoadKeypointShader(float threshold, float edgeTrheshold) = 0; virtual void LoadFixedShaders()=0; virtual void LoadDisplayShaders() = 0; virtual void SetDogTexParam(int texU, int texD)=0; virtual void SetGradPassParam(int texP=0){} virtual void SetGenListStepParam(int tex, int tex0) = 0; virtual void SetGenVBOParam( float width, float fwidth, float size)=0; public: void CreateGaussianFilters(SiftParam¶m); void SelectInitialSmoothingFilter(int octave_min, SiftParam¶m); void LoadDynamicShaders(SiftParam& param); ShaderBag(); virtual ~ShaderBag(); }; class ShaderBagGLSL:public ShaderBag { GLint _param_dog_texu; GLint _param_dog_texd; GLint _param_ftex_width; GLint _param_genlist_start_tex0; GLint _param_genlist_step_tex0; GLint _param_genvbo_size; GLint _param_orientation_gtex; GLint _param_orientation_size; GLint _param_orientation_stex; GLint _param_margin_copy_truncate; GLint _param_genlist_init_bbox; GLint _param_descriptor_gtex; GLint _param_descriptor_size; GLint _param_descriptor_dsize; public: virtual void SetMarginCopyParam(int xmax, int ymax); void SetSimpleOrientationInput(int oTex, float sigma, float sigma_step); void LoadOrientationShader(); void LoadDescriptorShaderF2(); virtual void LoadDescriptorShader(); virtual void SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex = 0, float step = 1.0f); virtual void SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma); static void WriteOrientationCodeToStream(ostream& out); static ProgramGLSL* LoadGenListStepShader(int start, int step); virtual void SetGenListInitParam(int w, int h); virtual void SetGenListStartParam(float width, int tex0); virtual void LoadGenListShader(int ndoglev, int nlev); virtual void UnloadProgram(); virtual void LoadKeypointShader(float threshold, float edgeTrheshold); virtual void LoadFixedShaders(); virtual void LoadDisplayShaders(); virtual void SetDogTexParam(int texU, int texD); virtual void SetGenListStepParam(int tex, int tex0); virtual void SetGenVBOParam( float width, float fwidth, float size); virtual ~ShaderBagGLSL(){} }; class ShaderBagPKSL:public ShaderBag { private: GLint _param_dog_texu; GLint _param_dog_texd; GLint _param_dog_texi; GLint _param_margin_copy_truncate; GLint _param_grad_pass_texp; GLint _param_genlist_init_bbox; GLint _param_genlist_start_tex0; GLint _param_ftex_width; GLint _param_genlist_step_tex0; GLint _param_genlist_end_ktex; GLint _param_genvbo_size; GLint _param_orientation_gtex; GLint _param_orientation_otex; GLint _param_orientation_size; GLint _param_descriptor_gtex; GLint _param_descriptor_otex; GLint _param_descriptor_size; GLint _param_descriptor_dsize; // ProgramGLSL* s_rect_description; public: ShaderBagPKSL () {s_rect_description = NULL; } virtual ~ShaderBagPKSL() {if(s_rect_description) delete s_rect_description; } virtual void LoadFixedShaders(); virtual void LoadDisplayShaders(); virtual void LoadOrientationShader() ; virtual void SetGenListStartParam(float width, int tex0) ; virtual void LoadGenListShader(int ndoglev, int nlev); virtual void UnloadProgram(); virtual void LoadKeypointShader(float threshold, float edgeTrheshold) ; virtual void LoadDescriptorShader(); virtual void LoadDescriptorShaderF2(); static ProgramGLSL* LoadDescriptorProgramRECT(); static ProgramGLSL* LoadDescriptorProgramPKSL(); ///////////////// virtual void SetDogTexParam(int texU, int texD); virtual void SetGradPassParam(int texP); virtual void SetGenListStepParam(int tex, int tex0); virtual void SetGenVBOParam( float width, float fwidth, float size); virtual void SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth, float width, float height, float sigma); virtual void SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex, float step); virtual void SetSimpleOrientationInput(int oTex, float sigma, float sigma_step); virtual void SetGenListEndParam(int ktex); virtual void SetGenListInitParam(int w, int h); virtual void SetMarginCopyParam(int xmax, int ymax); }; #endif