OpenGL interoperability
ogl::Buffer
Smart pointer for OpenGL buffer object with reference counting.
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class ogl::Buffer
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.
ogl::Buffer::Target
The target defines how you intend to use the buffer object.
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C++: enum ogl::Buffer::Target
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ARRAY_BUFFER
The buffer will be used as a source for vertex data.
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ELEMENT_ARRAY_BUFFER
The buffer will be used for indices (in glDrawElements or ogl::render(), for example).
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PIXEL_PACK_BUFFER
The buffer will be used for reading from OpenGL textures.
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PIXEL_UNPACK_BUFFER
The buffer will be used for writing to OpenGL textures.
ogl::Buffer::Buffer
The constructors.
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C++: ogl::Buffer::Buffer()
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C++: ogl::Buffer::Buffer(int arows, int acols, int atype, unsigned int abufId, bool autoRelease=false)
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C++: ogl::Buffer::Buffer(Size asize, int atype, unsigned int abufId, bool autoRelease=false)
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C++: ogl::Buffer::Buffer(int arows, int acols, int atype, Target target=ARRAY_BUFFER, bool autoRelease=false)
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C++: ogl::Buffer::Buffer(Size asize, int atype, Target target=ARRAY_BUFFER, bool autoRelease=false)
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C++: ogl::Buffer::Buffer(InputArray arr, Target target=ARRAY_BUFFER, bool autoRelease=false)
Parameters: |
- arows – Number of rows in a 2D array.
- acols – Number of columns in a 2D array.
- asize – 2D array size.
- atype – Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- abufId – Buffer object name.
- arr – Input array (host or device memory, it can be Mat , gpu::GpuMat or std::vector ).
- target – Buffer usage. See ogl::Buffer::Target .
- autoRelease – Auto release mode (if true, release will be called in object’s destructor).
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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.
ogl::Buffer::create
Allocates memory for ogl::Buffer object.
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C++: void ogl::Buffer::create(int arows, int acols, int atype, Target target=ARRAY_BUFFER, bool autoRelease=false)
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C++: void ogl::Buffer::create(Size asize, int atype, Target target=ARRAY_BUFFER, bool autoRelease=false)
Parameters: |
- arows – Number of rows in a 2D array.
- acols – Number of columns in a 2D array.
- asize – 2D array size.
- atype – Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- target – Buffer usage. See ogl::Buffer::Target .
- autoRelease – Auto release mode (if true, release will be called in object’s destructor).
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ogl::Buffer::release
Decrements the reference counter and destroys the buffer object if needed.
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C++: void ogl::Buffer::release()
ogl::Buffer::setAutoRelease
Sets auto release mode.
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C++: void ogl::Buffer::setAutoRelease(bool flag)
Parameters: |
- flag – Auto release mode (if true, release will be called in object’s destructor).
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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.
ogl::Buffer::copyFrom
Copies from host/device memory to OpenGL buffer.
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C++: void ogl::Buffer::copyFrom(InputArray arr, Target target=ARRAY_BUFFER, bool autoRelease=false)
Parameters: |
- arr – Input array (host or device memory, it can be Mat , gpu::GpuMat or std::vector ).
- target – Buffer usage. See ogl::Buffer::Target .
- autoRelease – Auto release mode (if true, release will be called in object’s destructor).
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ogl::Buffer::copyTo
Copies from OpenGL buffer to host/device memory or another OpenGL buffer object.
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C++: void ogl::Buffer::copyTo(OutputArray arr, Target target=ARRAY_BUFFER, bool autoRelease=false) const
Parameters: |
- arr – Destination array (host or device memory, can be Mat , gpu::GpuMat , std::vector or ogl::Buffer ).
- target – Buffer usage for destination buffer (if arr is OpenGL buffer).
- autoRelease – Auto release mode for destination buffer (if arr is OpenGL buffer).
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ogl::Buffer::clone
Creates a full copy of the buffer object and the underlying data.
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C++: Buffer ogl::Buffer::clone(Target target=ARRAY_BUFFER, bool autoRelease=false) const
Parameters: |
- target – Buffer usage for destination buffer.
- autoRelease – Auto release mode for destination buffer.
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ogl::Buffer::bind
Binds OpenGL buffer to the specified buffer binding point.
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C++: void ogl::Buffer::bind(Target target) const
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ogl::Buffer::unbind
Unbind any buffers from the specified binding point.
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C++: static void ogl::Buffer::unbind(Target target)
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ogl::Buffer::mapHost
Maps OpenGL buffer to host memory.
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C++: Mat ogl::Buffer::mapHost(Access access)
Parameters: |
- 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 .
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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.
ogl::Buffer::unmapHost
Unmaps OpenGL buffer.
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C++: void ogl::Buffer::unmapHost()
ogl::Buffer::mapDevice
Maps OpenGL buffer to CUDA device memory.
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C++: gpu::GpuMat ogl::Buffer::mapDevice()
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.
ogl::Buffer::unmapDevice
Unmaps OpenGL buffer.
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C++: void ogl::Buffer::unmapDevice()
ogl::Texture2D
Smart pointer for OpenGL 2D texture memory with reference counting.
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class ogl::Texture2D
ogl::Texture2D::Format
An Image Format describes the way that the images in Textures store their data.
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C++: enum ogl::Texture2D::Format
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NONE
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DEPTH_COMPONENT
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RGB
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RGBA
ogl::Texture2D::Texture2D
The constructors.
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C++: ogl::Texture2D::Texture2D()
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C++: ogl::Texture2D::Texture2D(int arows, int acols, Format aformat, unsigned int atexId, bool autoRelease=false)
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C++: ogl::Texture2D::Texture2D(Size asize, Format aformat, unsigned int atexId, bool autoRelease=false)
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C++: ogl::Texture2D::Texture2D(int arows, int acols, Format aformat, bool autoRelease=false)
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C++: ogl::Texture2D::Texture2D(Size asize, Format aformat, bool autoRelease=false)
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C++: ogl::Texture2D::Texture2D(InputArray arr, bool autoRelease=false)
Parameters: |
- arows – Number of rows.
- acols – Number of columns.
- asize – 2D array size.
- aformat – Image format. See ogl::Texture2D::Format .
- arr – Input array (host or device memory, it can be Mat , gpu::GpuMat or ogl::Buffer ).
- autoRelease – Auto release mode (if true, release will be called in object’s destructor).
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Creates empty ogl::Texture2D object, allocates memory for ogl::Texture2D object or copies from host/device memory.
ogl::Texture2D::create
Allocates memory for ogl::Texture2D object.
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C++: void ogl::Texture2D::create(int arows, int acols, Format aformat, bool autoRelease=false)
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C++: void ogl::Texture2D::create(Size asize, Format aformat, bool autoRelease=false)
Parameters: |
- arows – Number of rows.
- acols – Number of columns.
- asize – 2D array size.
- aformat – Image format. See ogl::Texture2D::Format .
- autoRelease – Auto release mode (if true, release will be called in object’s destructor).
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ogl::Texture2D::release
Decrements the reference counter and destroys the texture object if needed.
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C++: void ogl::Texture2D::release()
ogl::Texture2D::setAutoRelease
Sets auto release mode.
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C++: void ogl::Texture2D::setAutoRelease(bool flag)
Parameters: |
- flag – Auto release mode (if true, release will be called in object’s destructor).
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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.
ogl::Texture2D::copyFrom
Copies from host/device memory to OpenGL texture.
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C++: void ogl::Texture2D::copyFrom(InputArray arr, bool autoRelease=false)
Parameters: |
- arr – Input array (host or device memory, it can be Mat , gpu::GpuMat or ogl::Buffer ).
- autoRelease – Auto release mode (if true, release will be called in object’s destructor).
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ogl::Texture2D::copyTo
Copies from OpenGL texture to host/device memory or another OpenGL texture object.
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C++: void ogl::Texture2D::copyTo(OutputArray arr, int ddepth=CV_32F, bool autoRelease=false) const
Parameters: |
- arr – Destination array (host or device memory, can be Mat , gpu::GpuMat , ogl::Buffer or ogl::Texture2D ).
- ddepth – Destination depth.
- autoRelease – Auto release mode for destination buffer (if arr is OpenGL buffer or texture).
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ogl::Texture2D::bind
Binds texture to current active texture unit for GL_TEXTURE_2D target.
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C++: void ogl::Texture2D::bind() const
ogl::Arrays
Wrapper for OpenGL Client-Side Vertex arrays.
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class ogl::Arrays
ogl::Arrays stores vertex data in ogl::Buffer objects.
ogl::Arrays::setVertexArray
Sets an array of vertex coordinates.
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C++: void ogl::Arrays::setVertexArray(InputArray vertex)
Parameters: |
- vertex – array with vertex coordinates, can be both host and device memory.
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ogl::Arrays::resetVertexArray
Resets vertex coordinates.
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C++: void ogl::Arrays::resetVertexArray()
ogl::Arrays::setColorArray
Sets an array of vertex colors.
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C++: void ogl::Arrays::setColorArray(InputArray color)
Parameters: |
- color – array with vertex colors, can be both host and device memory.
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ogl::Arrays::resetColorArray
Resets vertex colors.
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C++: void ogl::Arrays::resetColorArray()
ogl::Arrays::setNormalArray
Sets an array of vertex normals.
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C++: void ogl::Arrays::setNormalArray(InputArray normal)
Parameters: |
- normal – array with vertex normals, can be both host and device memory.
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ogl::Arrays::resetNormalArray
Resets vertex normals.
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C++: void ogl::Arrays::resetNormalArray()
ogl::Arrays::setTexCoordArray
Sets an array of vertex texture coordinates.
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C++: void ogl::Arrays::setTexCoordArray(InputArray texCoord)
Parameters: |
- texCoord – array with vertex texture coordinates, can be both host and device memory.
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ogl::Arrays::resetTexCoordArray
Resets vertex texture coordinates.
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C++: void ogl::Arrays::resetTexCoordArray()
ogl::Arrays::release
Releases all inner buffers.
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C++: void ogl::Arrays::release()
ogl::Arrays::setAutoRelease
Sets auto release mode all inner buffers.
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C++: void ogl::Arrays::setAutoRelease(bool flag)
Parameters: |
- flag – Auto release mode.
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ogl::Arrays::bind
Binds all vertex arrays.
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C++: void ogl::Arrays::bind() const
ogl::Arrays::size
Returns the vertex count.
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C++: int ogl::Arrays::size() const
ogl::render
Render OpenGL texture or primitives.
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C++: void ogl::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))
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C++: void ogl::render(const Arrays& arr, int mode=POINTS, Scalar color=Scalar::all(255))
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C++: void ogl::render(const Arrays& arr, InputArray indices, int mode=POINTS, Scalar color=Scalar::all(255))
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gpu::setGlDevice
Sets a CUDA device and initializes it for the current thread with OpenGL interoperability.
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C++: void gpu::setGlDevice(int device=0 )
Parameters: |
- device – System index of a GPU device starting with 0.
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This function should be explicitly called after OpenGL context creation and before any CUDA calls.