openCV library for Renesas RZ/A
Dependents: RZ_A2M_Mbed_samples
Diff: include/opencv2/core/opengl.hpp
- Revision:
- 0:0e0631af0305
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/include/opencv2/core/opengl.hpp Fri Jan 29 04:53:38 2021 +0000 @@ -0,0 +1,729 @@ +/*M/////////////////////////////////////////////////////////////////////////////////////// +// +// IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING. +// +// By downloading, copying, installing or using the software you agree to this license. +// If you do not agree to this license, do not download, install, +// copy or use the software. +// +// +// License Agreement +// For Open Source Computer Vision Library +// +// Copyright (C) 2000-2008, Intel Corporation, all rights reserved. +// Copyright (C) 2009, Willow Garage Inc., all rights reserved. +// Third party copyrights are property of their respective owners. +// +// Redistribution and use in source and binary forms, with or without modification, +// are permitted provided that the following conditions are met: +// +// * Redistribution's of source code must retain the above copyright notice, +// this list of conditions and the following disclaimer. +// +// * Redistribution's in binary form must reproduce the above copyright notice, +// this list of conditions and the following disclaimer in the documentation +// and/or other materials provided with the distribution. +// +// * The name of the copyright holders may not be used to endorse or promote products +// derived from this software without specific prior written permission. +// +// This software is provided by the copyright holders and contributors "as is" and +// any express or implied warranties, including, but not limited to, the implied +// warranties of merchantability and fitness for a particular purpose are disclaimed. +// In no event shall the Intel Corporation or contributors be liable for any direct, +// indirect, incidental, special, exemplary, or consequential damages +// (including, but not limited to, procurement of substitute goods or services; +// loss of use, data, or profits; or business interruption) however caused +// and on any theory of liability, whether in contract, strict liability, +// or tort (including negligence or otherwise) arising in any way out of +// the use of this software, even if advised of the possibility of such damage. +// +//M*/ + +#ifndef OPENCV_CORE_OPENGL_HPP +#define OPENCV_CORE_OPENGL_HPP + +#ifndef __cplusplus +# error opengl.hpp header must be compiled as C++ +#endif + +#include "opencv2/core.hpp" +#include "ocl.hpp" + +namespace cv { namespace ogl { + +/** @addtogroup core_opengl +This section describes OpenGL interoperability. + +To enable OpenGL support, configure OpenCV using CMake with WITH_OPENGL=ON . Currently OpenGL is +supported only with WIN32, GTK and Qt backends on Windows and Linux (MacOS and Android are not +supported). For GTK backend gtkglext-1.0 library is required. + +To use OpenGL functionality you should first create OpenGL context (window or frame buffer). You can +do this with namedWindow function or with other OpenGL toolkit (GLUT, for example). +*/ +//! @{ + +/////////////////// OpenGL Objects /////////////////// + +/** @brief Smart pointer for OpenGL buffer object with reference counting. + +Buffer Objects are OpenGL objects that store an array of unformatted memory allocated by the OpenGL +context. These can be used to store vertex data, pixel data retrieved from images or the +framebuffer, and a variety of other things. + +ogl::Buffer has interface similar with Mat interface and represents 2D array memory. + +ogl::Buffer supports memory transfers between host and device and also can be mapped to CUDA memory. + */ +class CV_EXPORTS Buffer +{ +public: + /** @brief The target defines how you intend to use the buffer object. + */ + enum Target + { + ARRAY_BUFFER = 0x8892, //!< The buffer will be used as a source for vertex data + ELEMENT_ARRAY_BUFFER = 0x8893, //!< The buffer will be used for indices (in glDrawElements, for example) + PIXEL_PACK_BUFFER = 0x88EB, //!< The buffer will be used for reading from OpenGL textures + PIXEL_UNPACK_BUFFER = 0x88EC //!< The buffer will be used for writing to OpenGL textures + }; + + enum Access + { + READ_ONLY = 0x88B8, + WRITE_ONLY = 0x88B9, + READ_WRITE = 0x88BA + }; + + /** @brief The constructors. + + Creates empty ogl::Buffer object, creates ogl::Buffer object from existed buffer ( abufId + parameter), allocates memory for ogl::Buffer object or copies from host/device memory. + */ + Buffer(); + + /** @overload + @param arows Number of rows in a 2D array. + @param acols Number of columns in a 2D array. + @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details. + @param abufId Buffer object name. + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + Buffer(int arows, int acols, int atype, unsigned int abufId, bool autoRelease = false); + + /** @overload + @param asize 2D array size. + @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details. + @param abufId Buffer object name. + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + Buffer(Size asize, int atype, unsigned int abufId, bool autoRelease = false); + + /** @overload + @param arows Number of rows in a 2D array. + @param acols Number of columns in a 2D array. + @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details. + @param target Buffer usage. See cv::ogl::Buffer::Target . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + Buffer(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @overload + @param asize 2D array size. + @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details. + @param target Buffer usage. See cv::ogl::Buffer::Target . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + Buffer(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @overload + @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or std::vector ). + @param target Buffer usage. See cv::ogl::Buffer::Target . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + explicit Buffer(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @brief Allocates memory for ogl::Buffer object. + + @param arows Number of rows in a 2D array. + @param acols Number of columns in a 2D array. + @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details. + @param target Buffer usage. See cv::ogl::Buffer::Target . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + void create(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @overload + @param asize 2D array size. + @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details. + @param target Buffer usage. See cv::ogl::Buffer::Target . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + void create(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @brief Decrements the reference counter and destroys the buffer object if needed. + + The function will call setAutoRelease(true) . + */ + void release(); + + /** @brief Sets auto release mode. + + The lifetime of the OpenGL object is tied to the lifetime of the context. If OpenGL context was + bound to a window it could be released at any time (user can close a window). If object's destructor + is called after destruction of the context it will cause an error. Thus ogl::Buffer doesn't destroy + OpenGL object in destructor by default (all OpenGL resources will be released with OpenGL context). + This function can force ogl::Buffer destructor to destroy OpenGL object. + @param flag Auto release mode (if true, release will be called in object's destructor). + */ + void setAutoRelease(bool flag); + + /** @brief Copies from host/device memory to OpenGL buffer. + @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or std::vector ). + @param target Buffer usage. See cv::ogl::Buffer::Target . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + void copyFrom(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @overload */ + void copyFrom(InputArray arr, cuda::Stream& stream, Target target = ARRAY_BUFFER, bool autoRelease = false); + + /** @brief Copies from OpenGL buffer to host/device memory or another OpenGL buffer object. + + @param arr Destination array (host or device memory, can be Mat , cuda::GpuMat , std::vector or + ogl::Buffer ). + */ + void copyTo(OutputArray arr) const; + + /** @overload */ + void copyTo(OutputArray arr, cuda::Stream& stream) const; + + /** @brief Creates a full copy of the buffer object and the underlying data. + + @param target Buffer usage for destination buffer. + @param autoRelease Auto release mode for destination buffer. + */ + Buffer clone(Target target = ARRAY_BUFFER, bool autoRelease = false) const; + + /** @brief Binds OpenGL buffer to the specified buffer binding point. + + @param target Binding point. See cv::ogl::Buffer::Target . + */ + void bind(Target target) const; + + /** @brief Unbind any buffers from the specified binding point. + + @param target Binding point. See cv::ogl::Buffer::Target . + */ + static void unbind(Target target); + + /** @brief Maps OpenGL buffer to host memory. + + mapHost maps to the client's address space the entire data store of the buffer object. The data can + then be directly read and/or written relative to the returned pointer, depending on the specified + access policy. + + A mapped data store must be unmapped with ogl::Buffer::unmapHost before its buffer object is used. + + This operation can lead to memory transfers between host and device. + + Only one buffer object can be mapped at a time. + @param access Access policy, indicating whether it will be possible to read from, write to, or both + read from and write to the buffer object's mapped data store. The symbolic constant must be + ogl::Buffer::READ_ONLY , ogl::Buffer::WRITE_ONLY or ogl::Buffer::READ_WRITE . + */ + Mat mapHost(Access access); + + /** @brief Unmaps OpenGL buffer. + */ + void unmapHost(); + + //! map to device memory (blocking) + cuda::GpuMat mapDevice(); + void unmapDevice(); + + /** @brief Maps OpenGL buffer to CUDA device memory. + + This operatation doesn't copy data. Several buffer objects can be mapped to CUDA memory at a time. + + A mapped data store must be unmapped with ogl::Buffer::unmapDevice before its buffer object is used. + */ + cuda::GpuMat mapDevice(cuda::Stream& stream); + + /** @brief Unmaps OpenGL buffer. + */ + void unmapDevice(cuda::Stream& stream); + + int rows() const; + int cols() const; + Size size() const; + bool empty() const; + + int type() const; + int depth() const; + int channels() const; + int elemSize() const; + int elemSize1() const; + + //! get OpenGL opject id + unsigned int bufId() const; + + class Impl; + +private: + Ptr<Impl> impl_; + int rows_; + int cols_; + int type_; +}; + +/** @brief Smart pointer for OpenGL 2D texture memory with reference counting. + */ +class CV_EXPORTS Texture2D +{ +public: + /** @brief An Image Format describes the way that the images in Textures store their data. + */ + enum Format + { + NONE = 0, + DEPTH_COMPONENT = 0x1902, //!< Depth + RGB = 0x1907, //!< Red, Green, Blue + RGBA = 0x1908 //!< Red, Green, Blue, Alpha + }; + + /** @brief The constructors. + + Creates empty ogl::Texture2D object, allocates memory for ogl::Texture2D object or copies from + host/device memory. + */ + Texture2D(); + + /** @overload */ + Texture2D(int arows, int acols, Format aformat, unsigned int atexId, bool autoRelease = false); + + /** @overload */ + Texture2D(Size asize, Format aformat, unsigned int atexId, bool autoRelease = false); + + /** @overload + @param arows Number of rows. + @param acols Number of columns. + @param aformat Image format. See cv::ogl::Texture2D::Format . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + Texture2D(int arows, int acols, Format aformat, bool autoRelease = false); + + /** @overload + @param asize 2D array size. + @param aformat Image format. See cv::ogl::Texture2D::Format . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + Texture2D(Size asize, Format aformat, bool autoRelease = false); + + /** @overload + @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or ogl::Buffer ). + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + explicit Texture2D(InputArray arr, bool autoRelease = false); + + /** @brief Allocates memory for ogl::Texture2D object. + + @param arows Number of rows. + @param acols Number of columns. + @param aformat Image format. See cv::ogl::Texture2D::Format . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + void create(int arows, int acols, Format aformat, bool autoRelease = false); + /** @overload + @param asize 2D array size. + @param aformat Image format. See cv::ogl::Texture2D::Format . + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + void create(Size asize, Format aformat, bool autoRelease = false); + + /** @brief Decrements the reference counter and destroys the texture object if needed. + + The function will call setAutoRelease(true) . + */ + void release(); + + /** @brief Sets auto release mode. + + @param flag Auto release mode (if true, release will be called in object's destructor). + + The lifetime of the OpenGL object is tied to the lifetime of the context. If OpenGL context was + bound to a window it could be released at any time (user can close a window). If object's destructor + is called after destruction of the context it will cause an error. Thus ogl::Texture2D doesn't + destroy OpenGL object in destructor by default (all OpenGL resources will be released with OpenGL + context). This function can force ogl::Texture2D destructor to destroy OpenGL object. + */ + void setAutoRelease(bool flag); + + /** @brief Copies from host/device memory to OpenGL texture. + + @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or ogl::Buffer ). + @param autoRelease Auto release mode (if true, release will be called in object's destructor). + */ + void copyFrom(InputArray arr, bool autoRelease = false); + + /** @brief Copies from OpenGL texture to host/device memory or another OpenGL texture object. + + @param arr Destination array (host or device memory, can be Mat , cuda::GpuMat , ogl::Buffer or + ogl::Texture2D ). + @param ddepth Destination depth. + @param autoRelease Auto release mode for destination buffer (if arr is OpenGL buffer or texture). + */ + void copyTo(OutputArray arr, int ddepth = CV_32F, bool autoRelease = false) const; + + /** @brief Binds texture to current active texture unit for GL_TEXTURE_2D target. + */ + void bind() const; + + int rows() const; + int cols() const; + Size size() const; + bool empty() const; + + Format format() const; + + //! get OpenGL opject id + unsigned int texId() const; + + class Impl; + +private: + Ptr<Impl> impl_; + int rows_; + int cols_; + Format format_; +}; + +/** @brief Wrapper for OpenGL Client-Side Vertex arrays. + +ogl::Arrays stores vertex data in ogl::Buffer objects. + */ +class CV_EXPORTS Arrays +{ +public: + /** @brief Default constructor + */ + Arrays(); + + /** @brief Sets an array of vertex coordinates. + @param vertex array with vertex coordinates, can be both host and device memory. + */ + void setVertexArray(InputArray vertex); + + /** @brief Resets vertex coordinates. + */ + void resetVertexArray(); + + /** @brief Sets an array of vertex colors. + @param color array with vertex colors, can be both host and device memory. + */ + void setColorArray(InputArray color); + + /** @brief Resets vertex colors. + */ + void resetColorArray(); + + /** @brief Sets an array of vertex normals. + @param normal array with vertex normals, can be both host and device memory. + */ + void setNormalArray(InputArray normal); + + /** @brief Resets vertex normals. + */ + void resetNormalArray(); + + /** @brief Sets an array of vertex texture coordinates. + @param texCoord array with vertex texture coordinates, can be both host and device memory. + */ + void setTexCoordArray(InputArray texCoord); + + /** @brief Resets vertex texture coordinates. + */ + void resetTexCoordArray(); + + /** @brief Releases all inner buffers. + */ + void release(); + + /** @brief Sets auto release mode all inner buffers. + @param flag Auto release mode. + */ + void setAutoRelease(bool flag); + + /** @brief Binds all vertex arrays. + */ + void bind() const; + + /** @brief Returns the vertex count. + */ + int size() const; + bool empty() const; + +private: + int size_; + Buffer vertex_; + Buffer color_; + Buffer normal_; + Buffer texCoord_; +}; + +/////////////////// Render Functions /////////////////// + +//! render mode +enum RenderModes { + POINTS = 0x0000, + LINES = 0x0001, + LINE_LOOP = 0x0002, + LINE_STRIP = 0x0003, + TRIANGLES = 0x0004, + TRIANGLE_STRIP = 0x0005, + TRIANGLE_FAN = 0x0006, + QUADS = 0x0007, + QUAD_STRIP = 0x0008, + POLYGON = 0x0009 +}; + +/** @brief Render OpenGL texture or primitives. +@param tex Texture to draw. +@param wndRect Region of window, where to draw a texture (normalized coordinates). +@param texRect Region of texture to draw (normalized coordinates). + */ +CV_EXPORTS void render(const Texture2D& tex, + Rect_<double> wndRect = Rect_<double>(0.0, 0.0, 1.0, 1.0), + Rect_<double> texRect = Rect_<double>(0.0, 0.0, 1.0, 1.0)); + +/** @overload +@param arr Array of privitives vertices. +@param mode Render mode. One of cv::ogl::RenderModes +@param color Color for all vertices. Will be used if arr doesn't contain color array. +*/ +CV_EXPORTS void render(const Arrays& arr, int mode = POINTS, Scalar color = Scalar::all(255)); + +/** @overload +@param arr Array of privitives vertices. +@param indices Array of vertices indices (host or device memory). +@param mode Render mode. One of cv::ogl::RenderModes +@param color Color for all vertices. Will be used if arr doesn't contain color array. +*/ +CV_EXPORTS void render(const Arrays& arr, InputArray indices, int mode = POINTS, Scalar color = Scalar::all(255)); + +/////////////////// CL-GL Interoperability Functions /////////////////// + +namespace ocl { +using namespace cv::ocl; + +// TODO static functions in the Context class +/** @brief Creates OpenCL context from GL. +@return Returns reference to OpenCL Context + */ +CV_EXPORTS Context& initializeContextFromGL(); + +} // namespace cv::ogl::ocl + +/** @brief Converts InputArray to Texture2D object. +@param src - source InputArray. +@param texture - destination Texture2D object. + */ +CV_EXPORTS void convertToGLTexture2D(InputArray src, Texture2D& texture); + +/** @brief Converts Texture2D object to OutputArray. +@param texture - source Texture2D object. +@param dst - destination OutputArray. + */ +CV_EXPORTS void convertFromGLTexture2D(const Texture2D& texture, OutputArray dst); + +/** @brief Maps Buffer object to process on CL side (convert to UMat). + +Function creates CL buffer from GL one, and then constructs UMat that can be used +to process buffer data with OpenCV functions. Note that in current implementation +UMat constructed this way doesn't own corresponding GL buffer object, so it is +the user responsibility to close down CL/GL buffers relationships by explicitly +calling unmapGLBuffer() function. +@param buffer - source Buffer object. +@param accessFlags - data access flags (ACCESS_READ|ACCESS_WRITE). +@return Returns UMat object + */ +CV_EXPORTS UMat mapGLBuffer(const Buffer& buffer, int accessFlags = ACCESS_READ|ACCESS_WRITE); + +/** @brief Unmaps Buffer object (releases UMat, previously mapped from Buffer). + +Function must be called explicitly by the user for each UMat previously constructed +by the call to mapGLBuffer() function. +@param u - source UMat, created by mapGLBuffer(). + */ +CV_EXPORTS void unmapGLBuffer(UMat& u); + +}} // namespace cv::ogl + +namespace cv { namespace cuda { + +//! @addtogroup cuda +//! @{ + +/** @brief Sets a CUDA device and initializes it for the current thread with OpenGL interoperability. + +This function should be explicitly called after OpenGL context creation and before any CUDA calls. +@param device System index of a CUDA device starting with 0. +@ingroup core_opengl + */ +CV_EXPORTS void setGlDevice(int device = 0); + +//! @} + +}} + +//! @cond IGNORED + +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// + +inline +cv::ogl::Buffer::Buffer(int arows, int acols, int atype, Target target, bool autoRelease) : rows_(0), cols_(0), type_(0) +{ + create(arows, acols, atype, target, autoRelease); +} + +inline +cv::ogl::Buffer::Buffer(Size asize, int atype, Target target, bool autoRelease) : rows_(0), cols_(0), type_(0) +{ + create(asize, atype, target, autoRelease); +} + +inline +void cv::ogl::Buffer::create(Size asize, int atype, Target target, bool autoRelease) +{ + create(asize.height, asize.width, atype, target, autoRelease); +} + +inline +int cv::ogl::Buffer::rows() const +{ + return rows_; +} + +inline +int cv::ogl::Buffer::cols() const +{ + return cols_; +} + +inline +cv::Size cv::ogl::Buffer::size() const +{ + return Size(cols_, rows_); +} + +inline +bool cv::ogl::Buffer::empty() const +{ + return rows_ == 0 || cols_ == 0; +} + +inline +int cv::ogl::Buffer::type() const +{ + return type_; +} + +inline +int cv::ogl::Buffer::depth() const +{ + return CV_MAT_DEPTH(type_); +} + +inline +int cv::ogl::Buffer::channels() const +{ + return CV_MAT_CN(type_); +} + +inline +int cv::ogl::Buffer::elemSize() const +{ + return CV_ELEM_SIZE(type_); +} + +inline +int cv::ogl::Buffer::elemSize1() const +{ + return CV_ELEM_SIZE1(type_); +} + +/////// + +inline +cv::ogl::Texture2D::Texture2D(int arows, int acols, Format aformat, bool autoRelease) : rows_(0), cols_(0), format_(NONE) +{ + create(arows, acols, aformat, autoRelease); +} + +inline +cv::ogl::Texture2D::Texture2D(Size asize, Format aformat, bool autoRelease) : rows_(0), cols_(0), format_(NONE) +{ + create(asize, aformat, autoRelease); +} + +inline +void cv::ogl::Texture2D::create(Size asize, Format aformat, bool autoRelease) +{ + create(asize.height, asize.width, aformat, autoRelease); +} + +inline +int cv::ogl::Texture2D::rows() const +{ + return rows_; +} + +inline +int cv::ogl::Texture2D::cols() const +{ + return cols_; +} + +inline +cv::Size cv::ogl::Texture2D::size() const +{ + return Size(cols_, rows_); +} + +inline +bool cv::ogl::Texture2D::empty() const +{ + return rows_ == 0 || cols_ == 0; +} + +inline +cv::ogl::Texture2D::Format cv::ogl::Texture2D::format() const +{ + return format_; +} + +/////// + +inline +cv::ogl::Arrays::Arrays() : size_(0) +{ +} + +inline +int cv::ogl::Arrays::size() const +{ + return size_; +} + +inline +bool cv::ogl::Arrays::empty() const +{ + return size_ == 0; +} + +//! @endcond + +#endif /* OPENCV_CORE_OPENGL_HPP */