285 lines
9.1 KiB
C++
285 lines
9.1 KiB
C++
/*M///////////////////////////////////////////////////////////////////////////////////////
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//
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// IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING.
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//
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// By downloading, copying, installing or using the software you agree to this license.
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// If you do not agree to this license, do not download, install,
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// copy or use the software.
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//
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//
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// License Agreement
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// For Open Source Computer Vision Library
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//
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// Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
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// Copyright (C) 2009, Willow Garage Inc., all rights reserved.
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// Third party copyrights are property of their respective owners.
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//
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// Redistribution and use in source and binary forms, with or without modification,
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// are permitted provided that the following conditions are met:
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//
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// * Redistribution's of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// * Redistribution's in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// * The name of the copyright holders may not be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// This software is provided by the copyright holders and contributors "as is" and
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// any express or implied warranties, including, but not limited to, the implied
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// warranties of merchantability and fitness for a particular purpose are disclaimed.
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// In no event shall the Intel Corporation or contributors be liable for any direct,
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// indirect, incidental, special, exemplary, or consequential damages
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// (including, but not limited to, procurement of substitute goods or services;
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// loss of use, data, or profits; or business interruption) however caused
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// and on any theory of liability, whether in contract, strict liability,
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// or tort (including negligence or otherwise) arising in any way out of
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// the use of this software, even if advised of the possibility of such damage.
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//
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//M*/
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#ifndef __OPENCV_OPENGL_INTEROP_HPP__
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#define __OPENCV_OPENGL_INTEROP_HPP__
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#ifdef __cplusplus
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#include "opencv2/core/core.hpp"
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#include "opencv2/core/opengl_interop_deprecated.hpp"
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namespace cv { namespace ogl {
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/////////////////// OpenGL Objects ///////////////////
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//! Smart pointer for OpenGL buffer memory with reference counting.
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class CV_EXPORTS Buffer
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{
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public:
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enum Target
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{
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ARRAY_BUFFER = 0x8892, //!< The buffer will be used as a source for vertex data
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ELEMENT_ARRAY_BUFFER = 0x8893, //!< The buffer will be used for indices (in glDrawElements, for example)
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PIXEL_PACK_BUFFER = 0x88EB, //!< The buffer will be used for reading from OpenGL textures
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PIXEL_UNPACK_BUFFER = 0x88EC //!< The buffer will be used for writing to OpenGL textures
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};
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enum Access
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{
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READ_ONLY = 0x88B8,
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WRITE_ONLY = 0x88B9,
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READ_WRITE = 0x88BA
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};
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//! create empty buffer
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Buffer();
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//! create buffer from existed buffer id
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Buffer(int arows, int acols, int atype, unsigned int abufId, bool autoRelease = false);
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Buffer(Size asize, int atype, unsigned int abufId, bool autoRelease = false);
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//! create buffer
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Buffer(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
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Buffer(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
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//! copy from host/device memory
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explicit Buffer(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false);
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//! create buffer
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void create(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
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void create(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false) { create(asize.height, asize.width, atype, target, autoRelease); }
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//! release memory and delete buffer object
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void release();
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//! set auto release mode (if true, release will be called in object's destructor)
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void setAutoRelease(bool flag);
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//! copy from host/device memory
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void copyFrom(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false);
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//! copy to host/device memory
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void copyTo(OutputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false) const;
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//! create copy of current buffer
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Buffer clone(Target target = ARRAY_BUFFER, bool autoRelease = false) const;
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//! bind buffer for specified target
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void bind(Target target) const;
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//! unbind any buffers from specified target
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static void unbind(Target target);
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//! map to host memory
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Mat mapHost(Access access);
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void unmapHost();
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//! map to device memory
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gpu::GpuMat mapDevice();
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void unmapDevice();
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int rows() const { return rows_; }
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int cols() const { return cols_; }
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Size size() const { return Size(cols_, rows_); }
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bool empty() const { return rows_ == 0 || cols_ == 0; }
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int type() const { return type_; }
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int depth() const { return CV_MAT_DEPTH(type_); }
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int channels() const { return CV_MAT_CN(type_); }
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int elemSize() const { return CV_ELEM_SIZE(type_); }
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int elemSize1() const { return CV_ELEM_SIZE1(type_); }
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unsigned int bufId() const;
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class Impl;
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private:
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Ptr<Impl> impl_;
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int rows_;
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int cols_;
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int type_;
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};
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//! Smart pointer for OpenGL 2D texture memory with reference counting.
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class CV_EXPORTS Texture2D
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{
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public:
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enum Format
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{
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NONE = 0,
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DEPTH_COMPONENT = 0x1902, //!< Depth
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RGB = 0x1907, //!< Red, Green, Blue
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RGBA = 0x1908 //!< Red, Green, Blue, Alpha
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};
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//! create empty texture
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Texture2D();
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//! create texture from existed texture id
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Texture2D(int arows, int acols, Format aformat, unsigned int atexId, bool autoRelease = false);
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Texture2D(Size asize, Format aformat, unsigned int atexId, bool autoRelease = false);
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//! create texture
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Texture2D(int arows, int acols, Format aformat, bool autoRelease = false);
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Texture2D(Size asize, Format aformat, bool autoRelease = false);
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//! copy from host/device memory
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explicit Texture2D(InputArray arr, bool autoRelease = false);
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//! create texture
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void create(int arows, int acols, Format aformat, bool autoRelease = false);
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void create(Size asize, Format aformat, bool autoRelease = false) { create(asize.height, asize.width, aformat, autoRelease); }
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//! release memory and delete texture object
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void release();
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//! set auto release mode (if true, release will be called in object's destructor)
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void setAutoRelease(bool flag);
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//! copy from host/device memory
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void copyFrom(InputArray arr, bool autoRelease = false);
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//! copy to host/device memory
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void copyTo(OutputArray arr, int ddepth = CV_32F, bool autoRelease = false) const;
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//! bind texture to current active texture unit for GL_TEXTURE_2D target
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void bind() const;
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int rows() const { return rows_; }
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int cols() const { return cols_; }
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Size size() const { return Size(cols_, rows_); }
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bool empty() const { return rows_ == 0 || cols_ == 0; }
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Format format() const { return format_; }
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unsigned int texId() const;
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class Impl;
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private:
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Ptr<Impl> impl_;
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int rows_;
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int cols_;
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Format format_;
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};
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//! OpenGL Arrays
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class CV_EXPORTS Arrays
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{
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public:
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Arrays();
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void setVertexArray(InputArray vertex);
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void resetVertexArray();
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void setColorArray(InputArray color);
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void resetColorArray();
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void setNormalArray(InputArray normal);
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void resetNormalArray();
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void setTexCoordArray(InputArray texCoord);
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void resetTexCoordArray();
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void release();
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void setAutoRelease(bool flag);
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void bind() const;
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int size() const { return size_; }
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bool empty() const { return size_ == 0; }
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private:
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int size_;
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Buffer vertex_;
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Buffer color_;
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Buffer normal_;
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Buffer texCoord_;
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};
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/////////////////// Render Functions ///////////////////
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//! render texture rectangle in window
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CV_EXPORTS void render(const Texture2D& tex,
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Rect_<double> wndRect = Rect_<double>(0.0, 0.0, 1.0, 1.0),
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Rect_<double> texRect = Rect_<double>(0.0, 0.0, 1.0, 1.0));
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//! render mode
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enum {
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POINTS = 0x0000,
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LINES = 0x0001,
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LINE_LOOP = 0x0002,
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LINE_STRIP = 0x0003,
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TRIANGLES = 0x0004,
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TRIANGLE_STRIP = 0x0005,
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TRIANGLE_FAN = 0x0006,
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QUADS = 0x0007,
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QUAD_STRIP = 0x0008,
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POLYGON = 0x0009
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};
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//! render OpenGL arrays
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CV_EXPORTS void render(const Arrays& arr, int mode = POINTS, Scalar color = Scalar::all(255));
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CV_EXPORTS void render(const Arrays& arr, InputArray indices, int mode = POINTS, Scalar color = Scalar::all(255));
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}} // namespace cv::gl
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namespace cv { namespace gpu {
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//! set a CUDA device to use OpenGL interoperability
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CV_EXPORTS void setGlDevice(int device = 0);
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}}
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namespace cv {
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template <> CV_EXPORTS void Ptr<cv::ogl::Buffer::Impl>::delete_obj();
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template <> CV_EXPORTS void Ptr<cv::ogl::Texture2D::Impl>::delete_obj();
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}
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#endif // __cplusplus
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#endif // __OPENCV_OPENGL_INTEROP_HPP__
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