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| #include <fstream>
#include <sstream>
#include <iostream>
#include <time.h>
#include <stdio.h>
#include <stdlib.h>
#include <limits>
#include <string>
#include <vector>
#include <gl/glew.h>
#include <cg/cg.h>
#include <cg/cgGL.h>
#include <gl/glut.h>
using namespace std;
#define IMAGE_SIZE 128
#define NB_TEXT 4
CGprogram mProgram;
CGparameter mParamTex[3];
CGcontext mContextCG;
CGprofile mProfileCG;
GLuint mTexCoefId;
GLuint mTexTemp[NB_TEXT];
GLuint mFrameBufferID;
// check FBO errors
std::string checkFBO()
{
string result;
GLenum status;
status = (GLenum) glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
result="";
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
result="Unsupported framebuffer format\n";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
result="Framebuffer incomplete, missing attachment\n";
break;
//case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// result="Framebuffer incomplete, duplicate attachment\n";
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
result="Framebuffer incomplete, attached images must have same dimensions\n";
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
result="Framebuffer incomplete, attached images must have same format\n";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
result="Framebuffer incomplete, missing draw buffer\n";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
result="Framebuffer incomplete, missing read buffer\n";
break;
default:
result="Unknown Error\n";
break;
}
return result;
}
void drawQuad()
{
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3f(0,0,0);
glTexCoord2f(0,1);
glVertex3f(0,1,0);
glTexCoord2f(1,1);
glVertex3f(1,1,0);
glTexCoord2f(1,0);
glVertex3f(1,0,0);
glEnd();
}
void initProjMatrix()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,1,0,1,-1,1);
glMatrixMode(GL_MODELVIEW);
}
void initTex()
{
glGenTextures(NB_TEXT,mTexTemp);
for(int i=0;i<NB_TEXT;i++)
{
float *data=new float[IMAGE_SIZE*IMAGE_SIZE];
for(int j=0;j<IMAGE_SIZE*IMAGE_SIZE;j++)
{
data[j]=i+1+(j%2);
}
glBindTexture(GL_TEXTURE_2D, mTexTemp[i]);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16F_ARB,IMAGE_SIZE,IMAGE_SIZE,0,GL_RED,GL_FLOAT,data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ostringstream filename;
filename << "tex" << i << ".raw";
ofstream fout(filename.str().c_str());
fout.write((char*)data,IMAGE_SIZE*IMAGE_SIZE*sizeof(float));
fout.close();
delete data;
}
}
void applyShader()
{
initProjMatrix();
glViewport(0,0,IMAGE_SIZE,IMAGE_SIZE);
glColor4f(1.,1.,1.,1.);
cgGLSetTextureParameter(mParamTex[0],mTexTemp[0]);
cgGLSetTextureParameter(mParamTex[1],mTexTemp[1]);
cgGLSetTextureParameter(mParamTex[2],mTexTemp[2]);
cgGLEnableProfile(mProfileCG);
cgGLEnableTextureParameter(mParamTex[0]);
cgGLEnableTextureParameter(mParamTex[1]);
cgGLEnableTextureParameter(mParamTex[2]);
drawQuad();
cgGLDisableTextureParameter(mParamTex[0]);
cgGLDisableTextureParameter(mParamTex[1]);
cgGLDisableTextureParameter(mParamTex[2]);
cgGLDisableProfile(mProfileCG);
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitWindowPosition(0,0);
glutInitWindowSize(512,256);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("gni");
//glutHideWindow();
GLenum err = glewInit();
initTex();
glGenFramebuffersEXT(1,&mFrameBufferID);
mContextCG = cgCreateContext();
mProfileCG = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLSetOptimalOptions(mProfileCG);
mProgram=cgCreateProgramFromFile(mContextCG,CG_SOURCE,"shaders/text.cg",mProfileCG,NULL,NULL);
if(mProgram==0)
{
cout << "error loading shader" << endl;
getchar();
return 1;
};
mParamTex[0]=cgGetNamedParameter(mProgram, "Texture0");
mParamTex[1]=cgGetNamedParameter(mProgram, "Texture1");
mParamTex[2]=cgGetNamedParameter(mProgram, "Texture2");
cgGLLoadProgram(mProgram);
float *data=new float[IMAGE_SIZE*IMAGE_SIZE];
for(int iter=0;iter<200;iter++)
{
int subsetSize=60;
initProjMatrix();
glViewport(0,0,IMAGE_SIZE,IMAGE_SIZE);
for(int i=0;i<subsetSize*IMAGE_SIZE;i++)
{
// framebuffer mTexTemp[3]
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFrameBufferID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mTexTemp[3], 0);
string errorFBO=checkFBO();
if(errorFBO!="")
{
cout << errorFBO << endl;
return 1;
}
// draw the quad with shader in FBO
// mTexTemp[3]=mTexTemp[0]*mTexTemp[1]*mTexTemp[2]
applyShader();
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFrameBufferID);
// write result in file out.raw
glBindTexture(GL_TEXTURE_2D,mTexTemp[3]);
glGetTexImage(GL_TEXTURE_2D,0,GL_RED,GL_FLOAT,data);
ofstream fout("out.raw");
//cout << data[10] << " " << data[11] << endl;
fout.write((char*)data,IMAGE_SIZE*IMAGE_SIZE*sizeof(float));
cout << "iter" << iter << endl;
}
cout << "end" << endl;
getchar();
glDeleteFramebuffersEXT(1,&mFrameBufferID);
delete data;
cgDestroyProgram(mProgram);
return 0;
} |
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