/*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. // Copyright (C) 2013, OpenCV Foundation, 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*/ #pragma once #ifndef __OPENCV_CUDEV_PTR2D_WARPING_HPP__ #define __OPENCV_CUDEV_PTR2D_WARPING_HPP__ #include "../common.hpp" #include "traits.hpp" #include "remap.hpp" #include "gpumat.hpp" namespace cv { namespace cudev { //! @addtogroup cudev //! @{ // affine struct AffineMapPtr { typedef float2 value_type; typedef float index_type; const float* warpMat; __device__ __forceinline__ float2 operator ()(float y, float x) const { const float xcoo = warpMat[0] * x + warpMat[1] * y + warpMat[2]; const float ycoo = warpMat[3] * x + warpMat[4] * y + warpMat[5]; return make_float2(xcoo, ycoo); } }; struct AffineMapPtrSz : AffineMapPtr { int rows, cols; }; template <> struct PtrTraits : PtrTraitsBase { }; __host__ static AffineMapPtrSz affineMap(Size dstSize, const GpuMat_& warpMat) { CV_Assert( warpMat.rows == 2 && warpMat.cols == 3 ); CV_Assert( warpMat.isContinuous() ); AffineMapPtrSz map; map.warpMat = warpMat[0]; map.rows = dstSize.height; map.cols = dstSize.width; return map; } template __host__ RemapPtr1Sz::ptr_type, AffineMapPtr> warpAffinePtr(const SrcPtr& src, Size dstSize, const GpuMat_& warpMat) { return remapPtr(src, affineMap(dstSize, warpMat)); } // perspective struct PerspectiveMapPtr { typedef float2 value_type; typedef float index_type; const float* warpMat; __device__ __forceinline__ float2 operator ()(float y, float x) const { const float coeff = 1.0f / (warpMat[6] * x + warpMat[7] * y + warpMat[8]); const float xcoo = coeff * (warpMat[0] * x + warpMat[1] * y + warpMat[2]); const float ycoo = coeff * (warpMat[3] * x + warpMat[4] * y + warpMat[5]); return make_float2(xcoo, ycoo); } }; struct PerspectiveMapPtrSz : PerspectiveMapPtr { int rows, cols; }; template <> struct PtrTraits : PtrTraitsBase { }; __host__ static PerspectiveMapPtrSz perspectiveMap(Size dstSize, const GpuMat_& warpMat) { CV_Assert( warpMat.rows == 3 && warpMat.cols == 3 ); CV_Assert( warpMat.isContinuous() ); PerspectiveMapPtrSz map; map.warpMat = warpMat[0]; map.rows = dstSize.height; map.cols = dstSize.width; return map; } template __host__ RemapPtr1Sz::ptr_type, PerspectiveMapPtr> warpPerspectivePtr(const SrcPtr& src, Size dstSize, const GpuMat_& warpMat) { return remapPtr(src, perspectiveMap(dstSize, warpMat)); } //! @} }} #endif