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 "stim/gl/gl_texture.h"
#include "stim/visualization/camera.h"
#include "stim/gl/error.h"
#include "stim/math/vector.h"
#include "stim/math/rect.h"
#include "stim/math/matrix.h"
#include "stim/cuda/cost.h"
#include "stim/cuda/glbind.h"
#include <stim/visualization/obj.h>
#include <vector>
#include <iostream>
#include <fstream>
/* Technically since gl_spider inherits from gl_texture, we could
call the init with a path to an image stack, and upload
the images while creating the spider (calling init) */
namespace stim
{
template<typename T>
class gl_spider
{
//doen't use gl_texture really, just needs the GLuint id.
//doesn't even need the texture iD really.
private:
stim::vec<float> p; //vector designating the position of the spider.
stim::vec<float> d; //vector designating the orientation of the spider
//always a unit vector.
stim::vec<float> m; //magnitude of the spider vector.
//mag[0] = length.
//mag[1] = width.
std::vector<stim::vec<float> > dV;
std::vector<stim::vec<float> > pV;
std::vector<stim::vec<float> > mV;
//currentTransform
stim::matrix<float, 4> cT;
GLuint texID;
stim::vec<float> S;
stim::vec<float> R;
cudaGraphicsResource_t resource;
GLuint dList;
GLuint fboID;
GLuint texbufferID;
int numSamples;
float stepsize = 3.0;
int current_cost;
/// Method for finding the best scale for the spider.
/// changes the x, y, z size of the spider to minimize the cost
/// function.
void
findOptimalDirection()
{
setMatrix();
glCallList(dList);
int best = getCost();
stim::vec<float> next(
dV[best][0]*S[0]*R[0],
dV[best][1]*S[1]*R[1],
dV[best][2]*S[2]*R[2],
0);
next = (cT*next).norm();
//next = (cT*next);
setPosition( p[0]+next[0]*m[0]/stepsize,
p[1]+next[1]*m[0]/stepsize,
p[2]+next[2]*m[0]/stepsize);
setDirection(next[0], next[1], next[2]);
}
/// Method for finding the best d for the spider.
/// Not sure if necessary since the next p for the spider
/// will be at d * m.
void
findOptimalPosition()
{
setMatrix();
glCallList(dList+1);
int best = getCost();
stim::vec<float> next(
pV[best][0],
pV[best][1],
pV[best][2],
1);
next = cT*next;
setPosition(
next[0]*S[0]*R[0],
next[1]*S[1]*R[1],
next[2]*S[2]*R[2]
);
}
/// Method for finding the best scale for the spider.
/// changes the x, y, z size of the spider to minimize the cost
/// function. */
void
findOptimalScale()
{
setMatrix();
glCallList(dList+2);
int best = getCost();
setMagnitude(m[0]*mV[best][0]);
}
void
branchDetection()
{
Bind();
setMatrix();
glCallList(dList+3);
// int best = getCost();
}
void
Optimize()
{
/*find the optimum d and scale */
}
//--------------------------------------------------------------------------//
//---------------------TEMPLATE CREATION METHODS----------------------------//
//--------------------------------------------------------------------------//
///@param solidAngle, the size of the arc to sample.
///Method for populating the vector arrays with sampled vectors.
///uses the default d vector <0,0,1>
void
genDirectionVectors(float solidAngle = 5*M_PI/4)
{
//ofstream file;
//file.open("dvectors.txt");
//Set up the vectors necessary for Rectangle creation.
vec<float> Y(1.0,0.0,0.0);
vec<float> pos(0.0,0.0,0.0);
vec<float> mag(1.0, 1.0, 1.0);
vec<float> dir(0.0, 0.0, 1.0);
//Set up the variable necessary for vector creation.
vec<float> d_s = d.cart2sph().norm();
vec<float> temp(0,0,0);
int dim = (sqrt(numSamples)-1)/2;
float p0 = -M_PI;
float dt = solidAngle/(2.0 * ((float)dim + 1.0));
float dp = p0/(2.0*((float)dim + 1.0));
glNewList(dList, GL_COMPILE);
//Loop over the space
int idx = 0;
for(int i = -dim; i <= dim; i++){
for(int j = -dim; j <= dim; j++){
//Create linear index
idx = (j+dim)+(i+dim)*((dim*2)+1);
temp[0] = d_s[0]; //rotate vector
temp[1] = d_s[1]+dp*(float) i;
temp[2] = d_s[2]+dt*(float) j;
temp = (temp.sph2cart()).norm(); //back to cart
dV.push_back(temp);
if(cos(Y.dot(temp))< 0.087){ Y[0] = 0.0; Y[1] = 1.0;}
else{Y[0] = 1.0; Y[1] = 0.0;}
hor = stim::rect<float>(mag,
pos, temp,
((Y.cross(temp)).cross(temp)).norm());
ver = stim::rect<float>(mag,
pos, temp,
hor.n());
UpdateBuffer(0.0, 0.0+idx*10.0);
CHECK_OPENGL_ERROR
}
}
glEndList();
}
///@param solidAngle, the size of the arc to sample.
///Method for populating the buffer with the sampled texture.
///uses the default vector <0,0,0>
void
genPositionVectors(float delta = 0.2)
{
//Set up the vectors necessary for Rectangle creation.
vec<float> Y(1.0,0.0,0.0);
vec<float> pos(0.0,0.0,0.0);
vec<float> mag(1.0, 1.0, 1.0);
vec<float> dir(0.0, 0.0, 1.0);
//Set up the variable necessary for vector creation.
vec<float> temp(0,0,0);
int dim = (sqrt(numSamples)-1)/2;
stim::rect<float> samplingPlane =
stim::rect<float>(p, d);
samplingPlane.scale(mag[0]*delta, mag[0]*delta);
float step = 1.0/(dim);
//Loop over the samples, keeping the original p sample
//in the center of the resulting texture.
int idx;
glNewList(dList+1, GL_COMPILE);
for(int i = -dim; i <= dim; i++){
for(int j = -dim; j <= dim; j++){
//Create linear index
idx = (j+dim)+(i+dim)*((dim*2)+1);
temp = samplingPlane.p(
0.5+step*i,
0.5+step*j
);
pV.push_back(temp);
hor = stim::rect<float>(mag,
temp, dir,
((Y.cross(d)).cross(d))
.norm());
ver = stim::rect<float>(mag,
temp, dir,
hor.n());
UpdateBuffer(0.0, 0.0+idx*10.0);
CHECK_OPENGL_ERROR
}
}
glEndList();
}
///@param solidAngle, the size of the arc to sample.
///Method for populating the buffer with the sampled texture.
///uses the default m <1,1,0>
void
genMagnitudeVectors(float delta = 0.5)
{
//Set up the vectors necessary for Rectangle creation.
vec<float> Y(1.0,0.0,0.0);
vec<float> pos(0.0,0.0,0.0);
vec<float> mag(1.0, 1.0, 1.0);
vec<float> dir(0.0, 0.0, 1.0);
//Set up the variable necessary for vector creation.
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(0.0,0.0,0.0);
glNewList(dList+2, GL_COMPILE);
for(int i = 0; i < numSamples; i++){
//Create linear index
factor = (min+step*i)*mag[0];
temp = factor;
mV.push_back(temp);
hor = stim::rect<float>(temp,
pos, dir,
((Y.cross(d)).cross(d))
.norm());
ver = stim::rect<float>(temp,
pos, dir,
hor.n());
UpdateBuffer(0.0, 0.0+i*10.0);
CHECK_OPENGL_ERROR
}
glEndList();
}
///@param v_x x-coordinate in buffer-space,
///@param v_y y-coordinate in buffer-space.
///Samples the texturespace and places a sample in the provided coordinates
///of bufferspace.
void
UpdateBuffer(float v_x, float v_y)
{
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],
p1[1],
p1[2]
);
glVertex2f(v_x,v_y);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
glVertex2f(v_x+len, v_y);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
glVertex2f(v_x+len, v_y+len);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
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],
p1[1],
p1[2]
);
glVertex2f(v_x+len, v_y);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
glVertex2f(v_x+2*len, v_y);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
glVertex2f(v_x+2*len, v_y+len);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
glVertex2f(v_x+len, v_y+len);
glEnd();
}
//--------------------------------------------------------------------------//
//--------------------------------GL METHODS--------------------------------//
//--------------------------------------------------------------------------//
///@param width sets the width of the buffer.
///@param height sets the height of the buffer.
///Function for setting up the 2D buffer that stores the samples.
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);
}
///Method for controling the buffer and texture binding in order to properly
///do the render to texture.
void
Bind()
{
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(1,1,1,1);
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);
CHECK_OPENGL_ERROR
}
///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 using the gl manipulation to alighn templates from
///Template space (-0.5 0.5) to Texture space (0.0, 1.0),
///Based on the p of the spider in real space (arbitrary).
void setMatrix()
{
float curTrans[16];
stim::vec<float> rot = getRotation(d);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(1.0/S[0]/R[0], 1.0/S[1]/R[1], 1.0/S[2]/R[2]);
glTranslatef(p[0],
p[1],
p[2]);
glRotatef(rot[0], rot[1], rot[2], rot[3]);
glScalef(m[0],
m[0],
m[0]);
glGetFloatv(GL_TEXTURE_MATRIX, curTrans);
cT.set(curTrans);
// printTransform();
CHECK_OPENGL_ERROR
glMatrixMode(GL_MODELVIEW);
}
//--------------------------------------------------------------------------//
//--------------------------------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();
stim::vec<int> cost = get_cost(resource, numSamples);
destroyResource();
// if (cost[1] >= 80)
// exit(0);
current_cost = cost[1];
return cost[0];
}
public:
stim::rect<float> hor;
stim::rect<float> ver;
//--------------------------------------------------------------------------//
//-----------------------------CONSTRUCTORS---------------------------------//
//--------------------------------------------------------------------------//
///@param samples, the number of samples this spider is going to use.
///best results if samples is can create a perfect root.
///Default Constructor
gl_spider
(int samples = 1089)
{
p = vec<float>(0.0, 0.0, 0.0);
d = vec<float>(0.0, 0.0, 1.0);
m = vec<float>(1.0, 1.0);
S = vec<float>(1.0, 1.0, 1.0);
R = vec<float>(1.0, 1.0, 1.0);
//setPosition(0.0,0.0,0.0);
//setDirection(0.0,0.0,1.0);
//setMagnitude(1.0);
numSamples = samples;
}
///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, int numSamples = 1089)
{
p = vec<float>(pos_x, pos_y, pos_z);
d = vec<float>(dir_x, dir_y, dir_z);
m = vec<float>(mag_x, mag_x, mag_x);
S = vec<float>(1.0,1.0,1.0);
R = vec<float>(1.0,1.0,1.0);
//setPosition(pos_x, pos_y, pos_z);
//setDirection(dir_x, dir_y, dir_z);
//setMagnitude(mag_x);
}
~gl_spider
(void)
{
Unbind();
glDeleteTextures(1, &texbufferID);
glDeleteBuffers(1, &fboID);
}
///@param GLuint id texture that is going to be sampled.
///Attached the spider to the texture with the given GLuint ID.
///Samples in the default d acting as the init method.
///Also acts an init.
void
attachSpider(GLuint id)
{
texID = id;
GenerateFBO(20, numSamples*10);
setDims(0.6, 0.6, 1.0);
setSize(512.0, 512.0, 426.0);
setMatrix();
dList = glGenLists(3);
glListBase(dList);
Bind();
genDirectionVectors(5*M_PI/4);
genPositionVectors();
genMagnitudeVectors();
DrawCylinder();
Unbind();
}
//--------------------------------------------------------------------------//
//-----------------------------ACCESS METHODS-------------------------------//
//--------------------------------------------------------------------------//
///Returns the p vector.
vec<float>
getPosition()
{
return p;
}
///Returns the d vector.
vec<float>
getDirection()
{
return d;
}
///Returns the m vector.
vec<float>
getMagnitude()
{
return m;
}
///@param vector pos, the new p.
///Sets the p vector to input vector pos.
void
setPosition(vec<float> pos)
{
p = pos;
}
///@param x x-coordinate.
///@param y y-coordinate.
///@param z z-coordinate.
///Sets the p vector to the input float coordinates x,y,z.
void
setPosition(float x, float y, float z)
{
p[0] = x;
p[1] = y;
p[2] = z;
}
///@param vector dir, the new d.
///Sets the d vector to input vector dir.
void
setDirection(vec<float> dir)
{
d = dir;
}
///@param x x-coordinate.
///@param y y-coordinate.
///@param z z-coordinate.
///Sets the d vector to the input float coordinates x,y,z.
void
setDirection(float x, float y, float z)
{
d[0] = x;
d[1] = y;
d[2] = z;
}
///@param vector dir, the new d.
///Sets the m vector to the input vector mag.
void
setMagnitude(vec<float> mag)
{
m[0] = mag[0];
m[1] = mag[0];
}
///@param mag size of the sampled region.
///Sets the m vector to the input mag for both templates.
void
setMagnitude(float mag)
{
m[0] = mag;
m[1] = mag;
// m[2] = mag;
}
void
setDims(float x, float y, float z)
{
S[0] = x;
S[1] = y;
S[2] = z;
}
void
setSize(float x, float y, float z)
{
R[0] = x;
R[1] = y;
R[2] = z;
}
///@param dir, the vector to which we are rotating
///given a vector to align to, finds the required
///axis and angle for glRotatef
stim::vec<float>
getRotation(stim::vec<float> dir)
{
stim::vec<float> out(0.0,0.0,0.0,0.0);
stim::vec<float> from(0.0,0.0,1.0);
out[0] = acos(dir.dot(from))*180/M_PI;
if(out[0] < 1.0){
out[0] = 0.0;
out[1] = 0.0;
out[2] = 0.0;
out[3] = 1.0;
} else {
stim::vec<float> temp(0.0, 0.0, 0.0);;
temp = (from.cross(dir)).norm();
out[1] = temp[0];
out[2] = temp[1];
out[3] = temp[2];
}
return out;
}
///Function to get back the framebuffer Object attached to the spider.
///For external access.
GLuint
getFB()
{
return fboID;
}
//--------------------------------------------------------------------------//
//-----------------------------TEMPORARY METHODS----------------------------//
//--------------------------------------------------------------------------//
///temporary Method necessary for visualization and testing.
void
Update()
{
vec<float> Y(1.0,0.0,0.0);
if(cos(Y.dot(d))< 0.087){
Y[0] = 0.0; Y[1] = 1.0;}
hor = stim::rect<float>(m, p, d.norm(),
((Y.cross(d)).cross(d)).norm());
ver = stim::rect<float>(m, p, d.norm(),
hor.n());
}
int
Step()
{
Bind();
findOptimalDirection();
findOptimalPosition();
findOptimalScale();
// branchDetection();
Unbind();
return current_cost;
}
void
printTransform()
{
std::cout << cT << std::endl;
}
/* 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;
}
//--------------------------------------------------------------------------//
//-----------------------------EXPERIMENTAL METHODS-------------------------//
//--------------------------------------------------------------------------//
void
DrawCylinder()
{
Bind();
glNewList(dList+3, GL_COMPILE);
float z0 = -0.5; float z1 = 0.5; float r0 = 0.5;
float x,y;
float xold = 0.5; float yold = 0.5;
float step = 360.0/numSamples;
int j = 0;
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, texID);
glBegin(GL_QUAD_STRIP);
for(float i = step; i <= 360.0; i += step)
{
x=r0*cos(i*2.0*M_PI/360.0);
y=r0*sin(i*2.0*M_PI/360.0);
glTexCoord3f(x,y,z0);
glVertex2f(0.0, j*0.1+0.1);
glTexCoord3f(x,y,z1);
glVertex2f(20.0, j*0.1+0.1);
glTexCoord3f(xold,yold,z1);
glVertex2f(20.0, j*0.1);
glTexCoord3f(xold,yold,z0);
glVertex2f(0.0, j*0.1);
xold=x;
yold=y;
j++;
}
glEnd();
glEndList();
Unbind();
}
};
}
#endif