return program;
}
-GLuint generate_vbo(GLint size, GLsizeiptr data_size, const GLvoid *data)
-{
- GLuint vbo;
- glCreateBuffers(1, &vbo);
- glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW);
- glNamedBufferData(vbo, data_size, data, GL_STATIC_DRAW);
- return vbo;
-}
-
-GLuint fill_vertex_attribute(GLuint vao, GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
-{
- int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
- if (attrib == -1) {
- return -1;
- }
-
- GLuint vbo = generate_vbo(size, data_size, data);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glEnableVertexArrayAttrib(vao, attrib);
- glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0));
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- return vbo;
-}
-
void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint tex, GLuint sampler)
{
if (location == -1) {
glViewport(0, 0, width, height);
fbos.render_to(gray_tex);
glBindVertexArray(gray_vao);
- glUseProgram(gray_program);
glDisable(GL_BLEND);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint sobel_vs_obj;
GLuint sobel_fs_obj;
GLuint sobel_program;
- GLuint sobel_vao;
GLuint uniform_tex;
};
sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER);
sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &sobel_vao);
- glBindVertexArray(sobel_vao);
-
- GLint position_attrib = glGetAttribLocation(sobel_program, "position");
- glEnableVertexArrayAttrib(sobel_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_tex = glGetUniformLocation(sobel_program, "tex");
}
glViewport(0, 0, level_width, level_height);
fbos.render_to(grad0_tex);
- glBindVertexArray(sobel_vao);
- glUseProgram(sobel_program);
glDisable(GL_BLEND);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint motion_vs_obj;
GLuint motion_fs_obj;
GLuint motion_search_program;
- GLuint motion_search_vao;
GLuint uniform_inv_image_size, uniform_inv_prev_level_size;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
+ GLuint uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
};
MotionSearch::MotionSearch()
motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &motion_search_vao);
- glBindVertexArray(motion_search_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(motion_search_program, "position");
- glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
uniform_inv_prev_level_size = glGetUniformLocation(motion_search_program, "inv_prev_level_size");
- uniform_image0_tex = glGetUniformLocation(motion_search_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex");
uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex");
uniform_flow_tex = glGetUniformLocation(motion_search_program, "flow_tex");
{
glUseProgram(motion_search_program);
- bind_sampler(motion_search_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
bind_sampler(motion_search_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
- bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, zero_border_sampler);
+ bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, nearest_sampler);
bind_sampler(motion_search_program, uniform_flow_tex, 3, flow_tex, linear_sampler);
glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
glViewport(0, 0, width_patches, height_patches);
fbos.render_to(flow_out_tex);
- glBindVertexArray(motion_search_vao);
- glUseProgram(motion_search_program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint densify_vs_obj;
GLuint densify_fs_obj;
GLuint densify_program;
- GLuint densify_vao;
GLuint uniform_patch_size;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER);
densify_program = link_program(densify_vs_obj, densify_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &densify_vao);
- glBindVertexArray(densify_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(densify_program, "position");
- glEnableVertexArrayAttrib(densify_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glBindVertexArray(densify_vao);
fbos.render_to(dense_flow_tex);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
}
GLuint prewarp_vs_obj;
GLuint prewarp_fs_obj;
GLuint prewarp_program;
- GLuint prewarp_vao;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
};
prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER);
prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &prewarp_vao);
- glBindVertexArray(prewarp_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(prewarp_program, "position");
- glEnableVertexArrayAttrib(prewarp_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex");
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(prewarp_vao);
fbos.render_to(I_tex, I_t_tex, normalized_flow_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint derivatives_vs_obj;
GLuint derivatives_fs_obj;
GLuint derivatives_program;
- GLuint derivatives_vao;
GLuint uniform_tex;
};
derivatives_fs_obj = compile_shader(read_file("derivatives.frag"), GL_FRAGMENT_SHADER);
derivatives_program = link_program(derivatives_vs_obj, derivatives_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &derivatives_vao);
- glBindVertexArray(derivatives_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(derivatives_program, "position");
- glEnableVertexArrayAttrib(derivatives_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_tex = glGetUniformLocation(derivatives_program, "tex");
}
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(derivatives_vao);
fbos.render_to(I_x_y_tex, beta_0_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
-// Calculate the smoothness constraints between neighboring pixels;
-// s_x(x,y) stores smoothness between pixel (x,y) and (x+1,y),
-// and s_y(x,y) stores between (x,y) and (x,y+1). We'll sample with
-// border color (0,0) later, so that there's zero diffusion out of
-// the border.
+// Calculate the diffusivity for each pixels, g(x,y). Smoothness (s) will
+// be calculated in the shaders on-the-fly by sampling in-between two
+// neighboring g(x,y) pixels, plus a border tweak to make sure we get
+// zero smoothness at the border.
//
// See variational_refinement.txt for more information.
-class ComputeSmoothness {
+class ComputeDiffusivity {
public:
- ComputeSmoothness();
- void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height);
+ ComputeDiffusivity();
+ void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSet<1> fbos;
- GLuint smoothness_vs_obj;
- GLuint smoothness_fs_obj;
- GLuint smoothness_program;
- GLuint smoothness_vao;
+ GLuint diffusivity_vs_obj;
+ GLuint diffusivity_fs_obj;
+ GLuint diffusivity_program;
GLuint uniform_flow_tex, uniform_diff_flow_tex;
- GLuint uniform_alpha;
+ GLuint uniform_alpha, uniform_zero_diff_flow;
};
-ComputeSmoothness::ComputeSmoothness()
+ComputeDiffusivity::ComputeDiffusivity()
{
- smoothness_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
- smoothness_fs_obj = compile_shader(read_file("smoothness.frag"), GL_FRAGMENT_SHADER);
- smoothness_program = link_program(smoothness_vs_obj, smoothness_fs_obj);
-
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &smoothness_vao);
- glBindVertexArray(smoothness_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(smoothness_program, "position");
- glEnableVertexArrayAttrib(smoothness_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
- uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
- uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
- uniform_alpha = glGetUniformLocation(smoothness_program, "alpha");
+ diffusivity_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ diffusivity_fs_obj = compile_shader(read_file("diffusivity.frag"), GL_FRAGMENT_SHADER);
+ diffusivity_program = link_program(diffusivity_vs_obj, diffusivity_fs_obj);
+
+ uniform_flow_tex = glGetUniformLocation(diffusivity_program, "flow_tex");
+ uniform_diff_flow_tex = glGetUniformLocation(diffusivity_program, "diff_flow_tex");
+ uniform_alpha = glGetUniformLocation(diffusivity_program, "alpha");
+ uniform_zero_diff_flow = glGetUniformLocation(diffusivity_program, "zero_diff_flow");
}
-void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
+void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow)
{
- glUseProgram(smoothness_program);
+ glUseProgram(diffusivity_program);
- bind_sampler(smoothness_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
- bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
- glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
+ bind_sampler(diffusivity_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
+ bind_sampler(diffusivity_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
+ glProgramUniform1f(diffusivity_program, uniform_alpha, vr_alpha);
+ glProgramUniform1i(diffusivity_program, uniform_zero_diff_flow, zero_diff_flow);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(smoothness_vao);
- fbos.render_to(smoothness_x_tex, smoothness_y_tex);
+ fbos.render_to(diffusivity_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- // Make sure the smoothness on the right and upper borders is zero.
- // We could have done this by making (W-1)xH and Wx(H-1) textures instead
- // (we're sampling smoothness with all-zero border color), but we'd
- // have to adjust the sampling coordinates, which is annoying.
- glClearTexSubImage(smoothness_x_tex, 0, level_width - 1, 0, 0, 1, level_height, 1, GL_RED, GL_FLOAT, nullptr);
- glClearTexSubImage(smoothness_y_tex, 0, 0, level_height - 1, 0, level_width, 1, 1, GL_RED, GL_FLOAT, nullptr);
}
// Set up the equations set (two equations in two unknowns, per pixel).
// All the values of the energy term (E_I, E_G, E_S), except the smoothness
// terms that depend on other pixels, are calculated in one pass.
//
-// See variational_refinement.txt for more information.
+// The equation set is split in two; one contains only the pixels needed for
+// the red pass, and one only for the black pass (see sor.frag). This reduces
+// the amount of data the SOR shader has to pull in, at the cost of some
+// complexity when the equation texture ends up with half the size and we need
+// to adjust texture coordinates. The contraction is done along the horizontal
+// axis, so that on even rows (0, 2, 4, ...), the “red” texture will contain
+// pixels 0, 2, 4, 6, etc., and on odd rows 1, 3, 5, etc..
+//
+// See variational_refinement.txt for more information about the actual
+// equations in use.
class SetupEquations {
public:
SetupEquations();
- void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height);
+ void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow);
private:
- PersistentFBOSet<1> fbos;
+ PersistentFBOSet<2> fbos;
GLuint equations_vs_obj;
GLuint equations_fs_obj;
GLuint equations_program;
- GLuint equations_vao;
GLuint uniform_I_x_y_tex, uniform_I_t_tex;
GLuint uniform_diff_flow_tex, uniform_base_flow_tex;
GLuint uniform_beta_0_tex;
- GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
- GLuint uniform_gamma, uniform_delta;
+ GLuint uniform_diffusivity_tex;
+ GLuint uniform_gamma, uniform_delta, uniform_zero_diff_flow;
};
SetupEquations::SetupEquations()
{
- equations_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ equations_vs_obj = compile_shader(read_file("equations.vert"), GL_VERTEX_SHADER);
equations_fs_obj = compile_shader(read_file("equations.frag"), GL_FRAGMENT_SHADER);
equations_program = link_program(equations_vs_obj, equations_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &equations_vao);
- glBindVertexArray(equations_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(equations_program, "position");
- glEnableVertexArrayAttrib(equations_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_I_x_y_tex = glGetUniformLocation(equations_program, "I_x_y_tex");
uniform_I_t_tex = glGetUniformLocation(equations_program, "I_t_tex");
uniform_diff_flow_tex = glGetUniformLocation(equations_program, "diff_flow_tex");
uniform_base_flow_tex = glGetUniformLocation(equations_program, "base_flow_tex");
uniform_beta_0_tex = glGetUniformLocation(equations_program, "beta_0_tex");
- uniform_smoothness_x_tex = glGetUniformLocation(equations_program, "smoothness_x_tex");
- uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex");
+ uniform_diffusivity_tex = glGetUniformLocation(equations_program, "diffusivity_tex");
uniform_gamma = glGetUniformLocation(equations_program, "gamma");
uniform_delta = glGetUniformLocation(equations_program, "delta");
+ uniform_zero_diff_flow = glGetUniformLocation(equations_program, "zero_diff_flow");
}
-void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height)
+void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow)
{
glUseProgram(equations_program);
bind_sampler(equations_program, uniform_diff_flow_tex, 2, diff_flow_tex, nearest_sampler);
bind_sampler(equations_program, uniform_base_flow_tex, 3, base_flow_tex, nearest_sampler);
bind_sampler(equations_program, uniform_beta_0_tex, 4, beta_0_tex, nearest_sampler);
- bind_sampler(equations_program, uniform_smoothness_x_tex, 5, smoothness_x_tex, zero_border_sampler);
- bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, zero_border_sampler);
+ bind_sampler(equations_program, uniform_diffusivity_tex, 5, diffusivity_tex, zero_border_sampler);
glProgramUniform1f(equations_program, uniform_delta, vr_delta);
glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
+ glProgramUniform1i(equations_program, uniform_zero_diff_flow, zero_diff_flow);
- glViewport(0, 0, level_width, level_height);
+ glViewport(0, 0, (level_width + 1) / 2, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(equations_vao);
- fbos.render_to(equation_tex);
+ fbos.render_to({equation_red_tex, equation_black_tex});
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
class SOR {
public:
SOR();
- void exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations, ScopedTimer *sor_timer);
+ void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer);
private:
PersistentFBOSet<1> fbos;
GLuint sor_vs_obj;
GLuint sor_fs_obj;
GLuint sor_program;
- GLuint sor_vao;
GLuint uniform_diff_flow_tex;
- GLuint uniform_equation_tex;
- GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
- GLuint uniform_phase;
+ GLuint uniform_equation_red_tex, uniform_equation_black_tex;
+ GLuint uniform_diffusivity_tex;
+ GLuint uniform_phase, uniform_zero_diff_flow;
};
SOR::SOR()
sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER);
sor_program = link_program(sor_vs_obj, sor_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &sor_vao);
- glBindVertexArray(sor_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(sor_program, "position");
- glEnableVertexArrayAttrib(sor_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_diff_flow_tex = glGetUniformLocation(sor_program, "diff_flow_tex");
- uniform_equation_tex = glGetUniformLocation(sor_program, "equation_tex");
- uniform_smoothness_x_tex = glGetUniformLocation(sor_program, "smoothness_x_tex");
- uniform_smoothness_y_tex = glGetUniformLocation(sor_program, "smoothness_y_tex");
+ uniform_equation_red_tex = glGetUniformLocation(sor_program, "equation_red_tex");
+ uniform_equation_black_tex = glGetUniformLocation(sor_program, "equation_black_tex");
+ uniform_diffusivity_tex = glGetUniformLocation(sor_program, "diffusivity_tex");
uniform_phase = glGetUniformLocation(sor_program, "phase");
+ uniform_zero_diff_flow = glGetUniformLocation(sor_program, "zero_diff_flow");
}
-void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations, ScopedTimer *sor_timer)
+void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer)
{
glUseProgram(sor_program);
bind_sampler(sor_program, uniform_diff_flow_tex, 0, diff_flow_tex, nearest_sampler);
- bind_sampler(sor_program, uniform_smoothness_x_tex, 1, smoothness_x_tex, zero_border_sampler);
- bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, zero_border_sampler);
- bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler);
+ bind_sampler(sor_program, uniform_diffusivity_tex, 1, diffusivity_tex, zero_border_sampler);
+ bind_sampler(sor_program, uniform_equation_red_tex, 2, equation_red_tex, nearest_sampler);
+ bind_sampler(sor_program, uniform_equation_black_tex, 3, equation_black_tex, nearest_sampler);
+
+ glProgramUniform1i(sor_program, uniform_zero_diff_flow, zero_diff_flow);
// NOTE: We bind to the texture we are rendering from, but we never write any value
// that we read in the same shader pass (we call discard for red values when we compute
// as per the spec.
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(sor_vao);
fbos.render_to(diff_flow_tex);
for (int i = 0; i < num_iterations; ++i) {
}
{
ScopedTimer timer("Black pass", sor_timer);
+ if (zero_diff_flow && i == 0) {
+ // Not zero anymore.
+ glProgramUniform1i(sor_program, uniform_zero_diff_flow, 0);
+ }
glProgramUniform1i(sor_program, uniform_phase, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (i != num_iterations - 1) {
GLuint add_flow_vs_obj;
GLuint add_flow_fs_obj;
GLuint add_flow_program;
- GLuint add_flow_vao;
GLuint uniform_diff_flow_tex;
};
add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag"), GL_FRAGMENT_SHADER);
add_flow_program = link_program(add_flow_vs_obj, add_flow_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &add_flow_vao);
- glBindVertexArray(add_flow_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(add_flow_program, "position");
- glEnableVertexArrayAttrib(add_flow_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex");
}
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glBindVertexArray(add_flow_vao);
fbos.render_to(base_flow_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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;
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");
}
glViewport(0, 0, output_width, output_height);
glDisable(GL_BLEND);
- glBindVertexArray(resize_flow_vao);
fbos.render_to(out_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
private:
int width, height;
GLuint initial_flow_tex;
+ GLuint vertex_vbo, vao;
TexturePool pool;
// The various passes.
Densify densify;
Prewarp prewarp;
Derivatives derivatives;
- ComputeSmoothness compute_smoothness;
+ ComputeDiffusivity compute_diffusivity;
SetupEquations setup_equations;
SOR sor;
AddBaseFlow add_base_flow;
// Similarly, gradients are zero outside the border, since the edge is taken
// to be constant.
glCreateSamplers(1, &zero_border_sampler);
- glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(zero_border_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(zero_border_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // Note that zero alpha means we can also see whether we sampled outside the border or not.
glSamplerParameterfv(zero_border_sampler, GL_TEXTURE_BORDER_COLOR, zero);
// Initial flow is zero, 1x1.
glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
+
+ // Set up the vertex data that will be shared between all passes.
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ };
+ glCreateBuffers(1, &vertex_vbo);
+ glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glCreateVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ GLint position_attrib = 0; // Hard-coded in every vertex shader.
+ glEnableVertexArrayAttrib(vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
}
GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
GPUTimers timers;
+ glBindVertexArray(vao);
+
ScopedTimer total_timer("Total", &timers);
for (int level = coarsest_level; level >= int(finest_level); --level) {
char timer_name[256];
// Create a new texture; we could be fancy and render use a multi-level
// texture, but meh.
- GLuint grad0_tex = pool.get_texture(GL_RG16F, level_width, level_height);
+ GLuint grad0_tex = pool.get_texture(GL_R32UI, level_width, level_height);
// Find the derivative.
{
// Densification.
- // Set up an output texture (initially zero).
+ // Set up an output texture (cleared in Densify).
GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height);
- glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr);
// And draw.
{
pool.release_texture(I_tex);
// We need somewhere to store du and dv (the flow increment, relative
- // to the non-refined base flow u0 and v0). It starts at zero.
+ // to the non-refined base flow u0 and v0). It's initially garbage,
+ // but not read until we've written something sane to it.
GLuint du_dv_tex = pool.get_texture(GL_RG16F, level_width, level_height);
- glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr);
- // And for smoothness.
- GLuint smoothness_x_tex = pool.get_texture(GL_R16F, level_width, level_height);
- GLuint smoothness_y_tex = pool.get_texture(GL_R16F, level_width, level_height);
+ // And for diffusivity.
+ GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height);
// And finally for the equation set. See SetupEquations for
// the storage format.
- GLuint equation_tex = pool.get_texture(GL_RGBA32UI, level_width, level_height);
+ GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
+ GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
- // Calculate the smoothness terms between the neighboring pixels,
- // both in x and y direction.
+ // Calculate the diffusivity term for each pixel.
{
- ScopedTimer timer("Compute smoothness", &varref_timer);
- compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+ ScopedTimer timer("Compute diffusivity", &varref_timer);
+ compute_diffusivity.exec(base_flow_tex, du_dv_tex, diffusivity_tex, level_width, level_height, outer_idx == 0);
}
// Set up the 2x2 equation system for each pixel.
{
ScopedTimer timer("Set up equations", &varref_timer);
- setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+ setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0);
}
- // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
- // Note that these are to/from the same texture.
+ // Run a few SOR iterations. Note that these are to/from the same texture.
{
ScopedTimer timer("SOR", &varref_timer);
- sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5, &timer);
+ sor.exec(du_dv_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, &timer);
}
}
pool.release_texture(I_t_tex);
pool.release_texture(I_x_y_tex);
pool.release_texture(beta_0_tex);
- pool.release_texture(smoothness_x_tex);
- pool.release_texture(smoothness_y_tex);
- pool.release_texture(equation_tex);
+ pool.release_texture(diffusivity_tex);
+ pool.release_texture(equation_red_tex);
+ pool.release_texture(equation_black_tex);
// Add the differential flow found by the variational refinement to the base flow,
// giving the final flow estimate for this level.
GLuint splat_vs_obj;
GLuint splat_fs_obj;
GLuint splat_program;
- GLuint splat_vao;
GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
splat_program = link_program(splat_vs_obj, splat_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &splat_vao);
- glBindVertexArray(splat_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(splat_program, "position");
- glEnableVertexArrayAttrib(splat_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_invert_flow = glGetUniformLocation(splat_program, "invert_flow");
uniform_splat_size = glGetUniformLocation(splat_program, "splat_size");
uniform_alpha = glGetUniformLocation(splat_program, "alpha");
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); // We store the difference between I_0 and I_1, where less difference is good. (Default 1.0 is effectively +inf, which always loses.)
- glBindVertexArray(splat_vao);
fbos.render_to(depth_tex, flow_tex);
+ // Evidently NVIDIA doesn't use fast clears for glClearTexImage, so clear now that
+ // we've got it bound.
+ glClearColor(1000.0f, 1000.0f, 0.0f, 1.0f); // Invalid flow.
+ glClearDepth(1.0f); // Effectively infinity.
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
// Do forward splatting.
bind_sampler(splat_program, uniform_flow_tex, 2, forward_flow_tex, nearest_sampler);
glProgramUniform1i(splat_program, uniform_invert_flow, 0);
GLuint fill_vs_obj;
GLuint fill_fs_obj;
GLuint fill_program;
- GLuint fill_vao;
GLuint uniform_tex;
GLuint uniform_z, uniform_sample_offset;
fill_fs_obj = compile_shader(read_file("hole_fill.frag"), GL_FRAGMENT_SHADER);
fill_program = link_program(fill_vs_obj, fill_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &fill_vao);
- glBindVertexArray(fill_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(fill_program, "position");
- glEnableVertexArrayAttrib(fill_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_tex = glGetUniformLocation(fill_program, "tex");
uniform_z = glGetUniformLocation(fill_program, "z");
uniform_sample_offset = glGetUniformLocation(fill_program, "sample_offset");
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); // Only update the values > 0.999f (ie., only invalid pixels).
- glBindVertexArray(fill_vao);
fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
GLuint blend_vs_obj;
GLuint blend_fs_obj;
GLuint blend_program;
- GLuint blend_vao;
GLuint uniform_left_tex, uniform_right_tex, uniform_up_tex, uniform_down_tex;
GLuint uniform_z, uniform_sample_offset;
blend_fs_obj = compile_shader(read_file("hole_blend.frag"), GL_FRAGMENT_SHADER);
blend_program = link_program(blend_vs_obj, blend_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &blend_vao);
- glBindVertexArray(blend_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(blend_program, "position");
- glEnableVertexArrayAttrib(blend_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_left_tex = glGetUniformLocation(blend_program, "left_tex");
uniform_right_tex = glGetUniformLocation(blend_program, "right_tex");
uniform_up_tex = glGetUniformLocation(blend_program, "up_tex");
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); // Skip over all of the pixels that were never holes to begin with.
- glBindVertexArray(blend_vao);
fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
GLuint blend_vs_obj;
GLuint blend_fs_obj;
GLuint blend_program;
- GLuint blend_vao;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
GLuint uniform_alpha, uniform_flow_consistency_tolerance;
blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER);
blend_program = link_program(blend_vs_obj, blend_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &blend_vao);
- glBindVertexArray(blend_vao);
-
- GLint position_attrib = glGetAttribLocation(blend_program, "position");
- glEnableVertexArrayAttrib(blend_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex");
uniform_flow_tex = glGetUniformLocation(blend_program, "flow_tex");
bind_sampler(blend_program, uniform_image1_tex, 1, tex1, linear_sampler);
bind_sampler(blend_program, uniform_flow_tex, 2, flow_tex, linear_sampler); // May be upsampled.
glProgramUniform1f(blend_program, uniform_alpha, alpha);
- //glProgramUniform1f(blend_program, uniform_flow_consistency_tolerance, 1.0f /
glViewport(0, 0, level_width, level_height);
fbos.render_to(output_tex);
- glBindVertexArray(blend_vao);
- glUseProgram(blend_program);
glDisable(GL_BLEND); // A bit ironic, perhaps.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
private:
int width, height, flow_level;
+ GLuint vertex_vbo, vao;
TexturePool pool;
+
Splat splat;
HoleFill hole_fill;
HoleBlend hole_blend;
};
Interpolate::Interpolate(int width, int height, int flow_level)
- : width(width), height(height), flow_level(flow_level) {}
+ : width(width), height(height), flow_level(flow_level) {
+ // Set up the vertex data that will be shared between all passes.
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ };
+ glCreateBuffers(1, &vertex_vbo);
+ glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glCreateVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ GLint position_attrib = 0; // Hard-coded in every vertex shader.
+ glEnableVertexArrayAttrib(vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+}
GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
{
ScopedTimer total_timer("Total", &timers);
+ glBindVertexArray(vao);
+
// Pick out the right level to test splatting results on.
GLuint tex0_view, tex1_view;
glGenTextures(1, &tex0_view);
GLuint flow_tex = pool.get_texture(GL_RG16F, flow_width, flow_height);
GLuint depth_tex = pool.get_texture(GL_DEPTH_COMPONENT32F, flow_width, flow_height); // Used for ranking flows.
- {
- ScopedTimer timer("Clear", &total_timer);
- float invalid_flow[] = { 1000.0f, 1000.0f };
- glClearTexImage(flow_tex, 0, GL_RG, GL_FLOAT, invalid_flow);
- float infinity = 1.0f;
- glClearTexImage(depth_tex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &infinity);
- }
{
ScopedTimer timer("Splat", &total_timer);
ScopedTimer timer("Blend", &total_timer);
blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha);
}
+ pool.release_texture(flow_tex);
total_timer.end();
timers.print();