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 <math.h>
#include "../gl/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"
#include <vector>
#include <iostream>
#include <fstream>
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::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.
std::vector<stim::vec<float> > dirVectors;
std::vector<stim::vec<float> > posVectors;
std::vector<stim::vec<float> > magVectors;
using gl_texture<T>::texID;
using gl_texture<T>::S;
cudaArray* c_Array;
//void** devPtr;
//size_t size;
cudaGraphicsResource_t resource;
GLuint fboID;
GLuint texbufferID;
int iter = 0; //temporary for testing
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. */
getSample(position, direction, magnitude);
int best = getCost();
}
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. */
genTemplate(magVectors, 1);
int best = getCost();
}
void
findOptimalDirection()
{
/* Method for finding the best scale for the spider.
changes the x, y, z size of the spider to minimize the cost
function. */
genTemplate(dirVectors, 1);
int best = getCost();
}
void
Optimize()
{
/*find the optimum direction and scale */
}
/*
void
Step()
{
// move to the new position
}
*/
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);
glBindTexture(GL_TEXTURE_2D, 0);
}
void
UpdateBuffer(float v_x, float v_y)
{
//std::cout << v_y << std::endl;
float len = 10.0;
stim::vec<float>p1;
stim::vec<float>p2;
stim::vec<float>p3;
stim::vec<float>p4;
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]/S[1],
// p1[1]/S[2],
// p1[2]/S[3]
// );
p1[0],
p1[1],
p1[2]
);
//glVertex2f(0.0,0.0);
glVertex2f(v_x,v_y);
glTexCoord3f(
// p2[0]/S[1],
// p2[1]/S[2],
// p2[2]/S[3]
p2[0],
p2[1],
p2[2]
);
//glVertex2f(1.0, 0.0);
glVertex2f(v_x+len, v_y);
glTexCoord3f(
// p2[0]/S[1],
// p2[1]/S[2],
// p2[2]/S[3]
p3[0],
p3[1],
p3[2]
);
//glVertex2f(1.0, 2.0);
glVertex2f(v_x+len, v_y+len);
glTexCoord3f(
// p4[0]/S[1],
// p4[1]/S[2],
// p4[2]/S[3]
p4[0],
p4[1],
p4[2]
);
//glVertex2f(0.0, 2.0);
glVertex2f(v_x, v_y+len);
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]/S[1],
// p1[1]/S[2],
// p1[2]/S[3]
p1[0],
p1[1],
p1[2]
);
//glVertex2f(1.0, 0.0);
glVertex2f(v_x+len, v_y);
glTexCoord3f(
// p2[0]/S[1],
// p2[1]/S[2],
// p2[2]/S[3]
p2[0],
p2[1],
p2[2]
);
//glVertex2f(2.0, 0.0);
glVertex2f(v_x+2*len, v_y);
glTexCoord3f(
// p3[0]/S[1],
// p3[1]/S[2],
// p3[2]/S[3]
p3[0],
p3[1],
p3[2]
);
//glVertex2f(2.0, 2.0);
glVertex2f(v_x+2*len, v_y+len);
glTexCoord3f(
// p4[0]/S[1],
// p4[1]/S[2],
// p4[2]/S[3]
p4[0],
p4[1],
p4[2]
);
//glVertex2f(1.0, 2.0);
glVertex2f(v_x+len, v_y+len);
glEnd();
}
void
genTemplate(std::vector<stim::vec<float> > in, int type = 0)
{
float x = 0.0;
vec<float> Y(1.0,0.0,0.0);
Bind();
switch(type) {
case 0: //Direction
for(int i = 0; i < in.size(); i++)
{
if(cos(Y.dot(in[i]))< 0.087){ Y[0] = 0.0; Y[1] = 1.0;}
else{Y[0] = 1.0; Y[1] = 0.0;}
hor = stim::rect<float>(magnitude,
position, in[i],
((Y.cross(in[i])).cross(in[i])).norm());
ver = stim::rect<float>(magnitude,
position, in[i],
hor.n());
UpdateBuffer(x, x+i*10.0);
}
std::cout<< "Hmmm" << std::endl;
Update();
break;
case 1: //Position
if(cos(Y.dot(direction))< 0.087){ Y[0] = 0.0; Y[1] = 1.0;}
else{Y[0] = 1.0; Y[1] = 0.0;}
for(int i = 0; i < in.size(); i++)
{
hor = stim::rect<float>(magnitude, in[i], direction,
((Y.cross(direction)).cross(direction))
.norm());
ver = stim::rect<float>(magnitude, in[i], direction,
hor.n());
UpdateBuffer(x, x+i*10.0);
}
break;
case 2: //Scale
if(cos(Y.dot(direction))< 0.087){ Y[0] = 0.0; Y[1] = 1.0;}
else{Y[0] = 1.0; Y[1] = 0.0;}
for(int i = 0; i < in.size(); i++)
{
hor = stim::rect<float>(in[i], position, direction,
((Y.cross(direction)).cross(direction))
.norm());
ver = stim::rect<float>(in[i], position, direction,
hor.n());
}
break;
default:
std::cout << "unknown case have been passed"
<< std::endl;
break;
}
Unbind();
}
/*
Method for controling the buffer and texture binding in order to properly
do the render to texture.
*/
void
Bind(int numSamples = 1089)
{
float len = 10.0;
glBindFramebuffer(GL_FRAMEBUFFER, fboID);//set up GL buffer
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(0,0,2.0*len, numSamples*len);
gluOrtho2D(0.0,2.0*len,0.0,numSamples*len);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, texID);
}
/*
Method for Unbinding all of the texture resources
*/
void
Unbind()
{
//Finalize GL_buffer
glBindTexture(GL_TEXTURE_3D, 0);
glDisable(GL_TEXTURE_3D);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindTexture(GL_TEXTURE_2D, 0);
}
/*
Method for populating the buffer with the sampled texture.
usually uses the default direction vector and then
*/
void
genDirectionVectors(int numSamples = 1089, float solidAngle = M_PI/1.5)
{
vec<float> d_s = direction.cart2sph();
dirVectors.resize(1089);
vec<float> temp;
int dim = (sqrt(numSamples)-1)/2;
float p0 = M_PI/3;
float dt = solidAngle/(1.0 * dim);
float dp = p0/(1.0*dim);
for(int i = -dim; i <= dim; i++){
for(int j = -dim; j <= dim; j++){
//Create linear index
temp[0] = d_s[0]; //rotate vector
temp[1] = d_s[1]+dt*i;
temp[2] = d_s[2]+dp*j;
temp = (temp.sph2cart()).norm(); //back to cart
dirVectors.push_back(temp);
}
}
}
void
genPositionVectors(int numSamples = 1089, float delta = 0.2)
{
vec<float> temp;
int dim = (sqrt(numSamples)-1)/2;
stim::rect<float> samplingPlane =
stim::rect<float>(magnitude[0]*delta, position, direction);
float step = 1.0/(dim);
//Loop over the samples, keeping the original position sample
//in the center of the resulting texture.
int idx;
for(int i = -dim; i <= dim; i++){
for(int j = -dim; j <= dim; j++){
//Create linear index
temp = samplingPlane.p(
0.5+step*i,
0.5+step*j
);
dirVectors.push_back(temp);
}
}
}
void
genMagnitudeVectors(int numSamples = 1089, float delta = 0.5)
{
int dim = (sqrt(numSamples)-1)/2;
float min = 1.0-delta;
float max = 1.0+delta;
float step = (max-min)/(numSamples-1);
float factor;
vec<float> temp;
for(int i = 0; i < numSamples; i++){
//Create linear index
factor = (min+step*i)*magnitude[0];
temp[0] = factor;
temp[1] = factor;
magVectors.push_back(temp);
}
}
//--------------------------------------------------------------------------//
//--------------------------------CUDA METHODS------------------------------//
//--------------------------------------------------------------------------//
/* Method for registering the texture with Cuda for shared
access */
void
createResource()
{
HANDLE_ERROR(
cudaGraphicsGLRegisterImage(
&resource,
texbufferID,
GL_TEXTURE_2D,
//CU_GRAPHICS_REGISTER_FLAGS_NONE)
cudaGraphicsMapFlagsReadOnly)
);
}
/* Method for freeing the texture from Cuda for gl access */
void
destroyResource()
{
HANDLE_ERROR(
cudaGraphicsUnregisterResource(resource)
);
}
/* Entry-point into the cuda code for calculating the cost
of a given samples array (in texture form) */
int
getCost()
{
createResource();
int cost = get_cost(resource, iter);
destroyResource();
iter++;
return cost;
}
public:
stim::rect<float> hor;
stim::rect<float> ver;
///Default Constructor
gl_spider
()
{
setPosition(0.0,0.0,0.0);
setDirection(0.0,0.0,1.0);
setMagnitude(1.0);
}
///temporary constructor for convenience, will be removed in further updates.
gl_spider
(float pos_x, float pos_y, float pos_z, float dir_x, float dir_y, float dir_z,
float mag_x)
{
setPosition(pos_x, pos_y, pos_z);
setDirection(dir_x, dir_y, dir_z);
setMagnitude(mag_x);
}
///@param GLuint id texture that is going to be sampled.
///@param numSamples number of samples per operation.
///Attached the spider to the texture with the given GLuint ID.
///Samples in the default direction acting as the init method.
void
attachSpider(GLuint id, int numSamples = 1089)
{
texID = id;
GenerateFBO(20, numSamples*10);
//sampleDirection();
genDirectionVectors();
genTemplate(posVectors, 1);
genPositionVectors();
genMagnitudeVectors();
gl_texture<T>::setDims(0.6, 0.6, 2.0);
//gl_texture<T>::setDims(1.0, 1.0,1.0);
}
///temporary Method necessary for visualization and testing.
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());
}
///Returns the position vector.
vec<float>
getPosition()
{
return position;
}
///Returns the direction vector.
vec<float>
getDirection()
{
return direction;
}
///Returns the magnitude vector.
vec<float>
getMagnitude()
{
return magnitude;
}
///@param vector pos, the new position.
///Sets the position vector to input vector pos.
void
setPosition(vec<float> pos)
{
position = pos;
}
///@param x x-coordinate.
///@param y y-coordinate.
///@param z z-coordinate.
///Sets the position vector to the input float coordinates x,y,z.
void
setPosition(float x, float y, float z)
{
position[0] = x;
position[1] = y;
position[2] = z;
}
void getSample(vec<float> pos, vec<float> dir, vec<float> mag)
{
Bind();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
vec<float> temp = dir.sph2cart();
glScalef(mag[0], mag[1], mag[0]);
//glRotatef(rotz, 0.0, 0.0, 1.0);
//glRotatef(roty, 0.0, 1.0, 0.0);
//glRotatef(rotx, 1.0, 0.0 ,0.0);
glTranslatef(pos[0], pos[1], pos[2]);
glScalef(1/512/S[0], 1/512/S[1], 1/512/S[2]);
Unbind();
}
///@param vector dir, the new direction.
///Sets the direction vector to input vector dir.
void
setDirection(vec<float> dir)
{
direction = dir;
}
///@param x x-coordinate.
///@param y y-coordinate.
///@param z z-coordinate.
///Sets the direction vector to the input float coordinates x,y,z.
void
setDirection(float x, float y, float z)
{
direction[0] = x;
direction[1] = y;
direction[2] = z;
}
///@param vector dir, the new direction.
///Sets the magnitude vector to the input vector mag.
void
setMagnitude(vec<float> mag)
{
magnitude[0] = mag[0];
magnitude[1] = mag[0];
}
///@param mag size of the sampled region.
///Sets the magnitude vector to the input mag for both templates.
void
setMagnitude(float mag)
{
magnitude[0] = mag;
magnitude[1] = mag;
}
///temporary method for visualization.
GLuint
getFB()
{
return fboID;
}
void
Step()
{
findOptimalDirection();
}
/* Method for initializing the cuda devices, necessary only
there are multiple cuda devices */
void
initCuda()
{
//stim::cudaSetDevice();
//GLint max;
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
//std::cout << max << std::endl;
}
};
}
#endif