gl_spider.h
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#ifndef STIM_GL_SPIDER_H
#define STIM_GL_SPIDER_H
#include <GL/glew.h>
#include <GL/glut.h>
#include <cuda.h>
#include <cuda_gl_interop.h>
#include <cudaGL.h>
#include "gl_texture.h"
#include "../visualization/camera.h"
#include "./error.h"
#include "../math/vector.h"
#include "../math/rect.h"
#include "../cuda/cost.h"
#include "../cuda/glbind.h"
namespace stim
{
template<typename T>
class gl_spider : public virtual gl_texture<T>
{
//doen't use gl_texture really, just needs the GLuint id.
//doesn't even need the texture iD really.
private:
stim::camera rotator;
stim::vec<float> position; //vector designating the position of the spider.
stim::vec<float> direction; //vector designating the orientation of the spider
//always a unit vector.
stim::vec<float> magnitude; //magnitude of the direction vector.
//mag[0] = length.
//mag[1] = width.
using gl_texture<T>::texID;
//using image_stack<T>::S;
cudaArray* c_Array;
//void** devPtr;
//size_t size;
cudaGraphicsResource_t resource;
GLuint fboID;
GLuint texbufferID;
void
findOptimalDirection()
{
/* Method for finding the best direction for the spider.
Uses the camera to rotate. Then Calls Evaluate to find new cost.
*/
}
void
findOptimalPosition()
{
/* Method for finding the best direction for the spider.
Not sure if necessary since the next position for the spider
will be at direction * magnitude. */
}
void
findOptimalScale()
{
/* Method for finding the best scale for the spider.
changes the x, y, z size of the spider to minimize the cost
function. */
}
void
Evaluate()
{
/* Uses uniform sampler2D in order to take a difference between
the colors of two textures. 1st texture is the spider template,
the 2nd is the location of the spider's overlap with the
gl_template
does the spider need to track it's location? Prob not since
position can be set with gl_texture coordinates */
}
void
Optimize()
{
/*find the optimum direction and scale */
}
/*
void
Step()
{
// move to the new position
}
*/
public:
stim::rect<float> hor;
stim::rect<float> ver;
gl_spider
()
{
setPosition(0.0,0.0,0.0);
setDirection(1.0,1.0,1.0);
setMagnitude(0.1,0.1);
//GenerateFBO(400,200);
//Update();
}
gl_spider
(vec<float> pos, vec<float> dir, vec<float> mag)
{
position = pos;
direction = dir;
magnitude = mag;
//GenerateFBO(400,200);
//Update();
}
//temporary cost for convenience.
gl_spider
(float pos_x, float pos_y, float pos_z, float dir_x, float dir_y, float dir_z,
float mag_x, float mag_y)
{
setPosition(pos_x, pos_y, pos_z);
setDirection(dir_x, dir_y, dir_z);
setMagnitude(mag_x, mag_y);
//GenerateFBO(400,200);
//Update();
}
void
attachSpider(GLuint id)
{
texID = id;
GenerateFBO(400,200);
Update();
}
void
Update()
{
vec<float> Y(1.0,0.0,0.0);
if(cos(Y.dot(direction))< 0.087){
Y[0] = 0.0; Y[1] = 1.0;}
hor = stim::rect<float>(magnitude, position, direction.norm(),
((Y.cross(direction)).cross(direction)).norm());
ver = stim::rect<float>(magnitude, position, direction.norm(),
hor.n());
UpdateBuffer();
}
vec<float>
getPosition()
{
return position;
}
vec<float>
getDirection()
{
return direction;
}
vec<float>
getMagnitude()
{
return magnitude;
}
void
setPosition(vec<float> pos)
{
position = pos;
}
void
setPosition(float x, float y, float z)
{
position[0] = x;
position[1] = y;
position[2] = z;
}
void
setDirection(vec<float> dir)
{
direction = dir;
}
void
setDirection(float x, float y, float z)
{
direction[0] = x;
direction[1] = y;
direction[2] = z;
}
void
setMagnitude(vec<float> mag)
{
magnitude = mag;
}
void
setMagnitude(float x, float y)
{
magnitude[0] = x;
magnitude[1] = y;
}
GLuint
getFB()
{
return fboID;
}
void
Step()
{
std::cout << position[0] << "," << position[1] << "," << position[1]
<< std::endl;
setPosition(direction*magnitude[1]/2+position);
Update();
std::cout << position[0] << "," << position[1] << "," << position[1]
<< std::endl;
}
void
UpdateBuffer()
{
stim::vec<float>p1;
stim::vec<float>p2;
stim::vec<float>p3;
stim::vec<float>p4;
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
texbufferID,
0);
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
glBindTexture(GL_TEXTURE_2D, texbufferID);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0,0,400,200);
gluOrtho2D(0.0,2.0,0.0,2.0);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, texID);
p1 = hor.p(1,1);
p2 = hor.p(1,0);
p3 = hor.p(0,0);
p4 = hor.p(0,1);
glBegin(GL_QUADS);
glTexCoord3f(
p1[0],
p1[1],
p1[2]
);
glVertex2f(0.0,0.0);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
glVertex2f(1.0, 0.0);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
glVertex2f(1.0, 2.0);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
glVertex2f(0.0, 2.0);
glEnd();
p1 = ver.p(1,1);
p2 = ver.p(1,0);
p3 = ver.p(0,0);
p4 = ver.p(0,1);
glBegin(GL_QUADS);
glTexCoord3f(
p1[0],
p1[1],
p1[2]
);
glVertex2f(1.0, 0.0);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
glVertex2f(2.0, 0.0);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
glVertex2f(2.0, 2.0);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
glVertex2f(1.0, 2.0);
glEnd();
glBindTexture(GL_TEXTURE_3D, 0);
glDisable(GL_TEXTURE_3D);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void
GenerateFBO(unsigned int width, unsigned int height)
{
glGenFramebuffers(1, &fboID);
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
int numChannels = 1;
unsigned char* texels = new unsigned char[width * height * numChannels];
glGenTextures(1, &texbufferID);
glBindTexture(GL_TEXTURE_2D, texbufferID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texels);
delete[] texels;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void
initCuda()
{
/* cudaDeviceProp prop;
int device;
memset( &prop, 0, sizeof(cudaDeviceProp) );
prop.major = 1;
prop.minor = 0;
HANDLE_ERROR( cudaChooseDevice (&device, &prop ) );
HANDLE_ERROR( cudaGetDeviceProperties(&prop, device));
printf(" device number: %d\n", device);
printf(" device name: %s\n", prop.name);
printf(" device maxTexture3D: %d %d %d\n", prop.maxTexture3D[0] ,prop.maxTexture3D[0], prop.maxTexture3D[2]) ;
HANDLE_ERROR( cudaGLSetGLDevice (device)); */
stim::cudaSetDevice();
/* HANDLE_ERROR(
cudaGraphicsMapResources(1, &resource, 0)
);
HANDLE_ERROR(
cudaGraphicsResourceGetMappedPointer(
&devPtr,
size,
resource));
HANDLE_ERROR(
cudaGraphicsSubResourceGetMappedArray(
&c_Array,
resource,
0,0)
);
HANDLE_ERROR(
cudaBindTextureToArray(fboID, c_Array)
);
HANDLE_ERROR(
cudaGraphicsUnmapResources(1, &resource, 0)
);
//need to move the constants to video memory.
*/
}
void
createResource()
{
HANDLE_ERROR(
cudaGraphicsGLRegisterImage(
&resource,
fboID,
GL_TEXTURE_2D,
CU_GRAPHICS_REGISTER_FLAGS_NONE)
);
}
void
destroyResource()
{
HANDLE_ERROR(
cudaGraphicsUnregisterResource(resource)
);
}
float
getCost()
{
createResource();
float cost = get_cost(resource);
destroyResource();
return cost;
}
};
}
#endif