return timer.query;
}
+// Take a copy of the flow, bilinearly interpolated and scaled up.
+class ResizeFlow {
+public:
+ ResizeFlow();
+ void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height);
+
+private:
+ GLuint resize_flow_vs_obj;
+ GLuint resize_flow_fs_obj;
+ GLuint resize_flow_program;
+ GLuint resize_flow_vao;
+
+ GLuint uniform_flow_tex;
+ GLuint uniform_scale_factor;
+};
+
+ResizeFlow::ResizeFlow()
+{
+ resize_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag"), GL_FRAGMENT_SHADER);
+ resize_flow_program = link_program(resize_flow_vs_obj, resize_flow_fs_obj);
+
+ // Set up the VAO containing all the required position/texcoord data.
+ glCreateVertexArrays(1, &resize_flow_vao);
+ glBindVertexArray(resize_flow_vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ GLint position_attrib = glGetAttribLocation(resize_flow_program, "position");
+ glEnableVertexArrayAttrib(resize_flow_vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+ uniform_flow_tex = glGetUniformLocation(resize_flow_program, "flow_tex");
+ uniform_scale_factor = glGetUniformLocation(resize_flow_program, "scale_factor");
+}
+
+void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height)
+{
+ glUseProgram(resize_flow_program);
+
+ bind_sampler(resize_flow_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
+
+ glProgramUniform2f(resize_flow_program, uniform_scale_factor, float(output_width) / input_width, float(output_height) / input_height);
+
+ GLuint resize_flow_fbo; // TODO: cleanup
+ glCreateFramebuffers(1, &resize_flow_fbo);
+ glNamedFramebufferTexture(resize_flow_fbo, GL_COLOR_ATTACHMENT0, out_tex, 0);
+
+ glViewport(0, 0, output_width, output_height);
+ glDisable(GL_BLEND);
+ glBindVertexArray(resize_flow_vao);
+ glBindFramebuffer(GL_FRAMEBUFFER, resize_flow_fbo);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
void GPUTimers::print()
{
for (const Timer &timer : timers) {
SetupEquations setup_equations;
SOR sor;
AddBaseFlow add_base_flow;
+ ResizeFlow resize_flow;
GLuint query;
glGenQueries(1, &query);
timers.print();
- int level_width = width1 >> finest_level;
- int level_height = height1 >> finest_level;
- unique_ptr<float[]> dense_flow(new float[level_width * level_height * 2]);
- glGetTextureImage(prev_level_flow_tex, 0, GL_RG, GL_FLOAT, level_width * level_height * 2 * sizeof(float), dense_flow.get());
+ // Scale up the flow to the final size (if needed).
+ GLuint final_tex;
+ if (finest_level == 0) {
+ final_tex = prev_level_flow_tex;
+ } else {
+ glCreateTextures(GL_TEXTURE_2D, 1, &final_tex);
+ glTextureStorage2D(final_tex, 1, GL_RG16F, width1, height1);
+ resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width1, height1);
+ }
+
+ unique_ptr<float[]> dense_flow(new float[width1 * height1 * 2]);
+ glGetTextureImage(final_tex, 0, GL_RG, GL_FLOAT, width1 * height1 * 2 * sizeof(float), dense_flow.get());
FILE *fp = fopen("flow.ppm", "wb");
FILE *flowfp = fopen("flow.flo", "wb");
- fprintf(fp, "P6\n%d %d\n255\n", level_width, level_height);
+ fprintf(fp, "P6\n%d %d\n255\n", width1, height1);
fprintf(flowfp, "FEIH");
- fwrite(&level_width, 4, 1, flowfp);
- fwrite(&level_height, 4, 1, flowfp);
- for (unsigned y = 0; y < unsigned(level_height); ++y) {
- int yy = level_height - y - 1;
- for (unsigned x = 0; x < unsigned(level_width); ++x) {
- float du = dense_flow[(yy * level_width + x) * 2 + 0];
- float dv = dense_flow[(yy * level_width + x) * 2 + 1];
+ fwrite(&width1, 4, 1, flowfp);
+ fwrite(&height1, 4, 1, flowfp);
+ for (unsigned y = 0; y < unsigned(height1); ++y) {
+ int yy = height1 - y - 1;
+ for (unsigned x = 0; x < unsigned(width1); ++x) {
+ float du = dense_flow[(yy * width1 + x) * 2 + 0];
+ float dv = dense_flow[(yy * width1 + x) * 2 + 1];
dv = -dv;