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ARDrawingContext.cpp
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executable file
·317 lines (264 loc) · 11 KB
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/*****************************************************************************
* Markerless AR desktop application.
******************************************************************************
* by Khvedchenia Ievgen, 5th Dec 2012
* http://computer-vision-talks.com
******************************************************************************
* Ch3 of the book "Mastering OpenCV with Practical Computer Vision Projects"
* Copyright Packt Publishing 2012.
* http://www.packtpub.com/cool-projects-with-opencv/book
*****************************************************************************/
////////////////////////////////////////////////////////////////////
// File includes:
#include "ARDrawingContext.hpp"
////////////////////////////////////////////////////////////////////
// Standard includes:
#include <gl/gl.h>
#include <gl/glu.h>
void ARDrawingContextDrawCallback(void* param)
{
ARDrawingContext * ctx = static_cast<ARDrawingContext*>(param);
if (ctx)
{
ctx->draw();
}
}
ARDrawingContext::ARDrawingContext(std::string windowName, cv::Size frameSize, const CameraCalibration& c)
: m_isTextureInitialized(false)
, m_calibration(c)
, m_windowName(windowName)
{
// Create window with OpenGL support
cv::namedWindow(windowName, cv::WINDOW_OPENGL);
// Resize it exactly to video size
cv::resizeWindow(windowName, frameSize.width, frameSize.height);
// Initialize OpenGL draw callback:
cv::setOpenGlContext(windowName);
cv::setOpenGlDrawCallback(windowName, ARDrawingContextDrawCallback, this);
}
ARDrawingContext::~ARDrawingContext()
{
cv::setOpenGlDrawCallback(m_windowName, 0, 0);
}
void ARDrawingContext::updateBackground(const cv::Mat& frame)
{
frame.copyTo(m_backgroundImage);
}
void ARDrawingContext::updateWindow()
{
cv::updateWindow(m_windowName);
}
void ARDrawingContext::draw()
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // Clear entire screen:
drawCameraFrame(); // Render background
drawAugmentedScene(); // Draw AR
glFlush();
}
void ARDrawingContext::drawCameraFrame()
{
// Initialize texture for background image
if (!m_isTextureInitialized)
{
glGenTextures(1, &m_backgroundTextureId);
glBindTexture(GL_TEXTURE_2D, m_backgroundTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
m_isTextureInitialized = true;
}
int w = m_backgroundImage.cols;
int h = m_backgroundImage.rows;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, m_backgroundTextureId);
// Upload new texture data:
if (m_backgroundImage.channels() == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, m_backgroundImage.data);
else if(m_backgroundImage.channels() == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, m_backgroundImage.data);
else if (m_backgroundImage.channels()==1)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, m_backgroundImage.data);
const GLfloat bgTextureVertices[] = { 0, 0, w, 0, 0, h, w, h };
const GLfloat bgTextureCoords[] = { 1, 0, 1, 1, 0, 0, 0, 1 };
const GLfloat proj[] = { 0, -2.f/w, 0, 0, -2.f/h, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1 };
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(proj);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_backgroundTextureId);
// Update attribute values.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, bgTextureVertices);
glTexCoordPointer(2, GL_FLOAT, 0, bgTextureCoords);
glColor4f(1,1,1,1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
void ARDrawingContext::drawAugmentedScene()
{
// Init augmentation projection
Matrix44 projectionMatrix;
int w = m_backgroundImage.cols;
int h = m_backgroundImage.rows;
buildProjectionMatrix(m_calibration, w, h, projectionMatrix);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix.data);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (isPatternPresent)
{
// Set the pattern transformation
Matrix44 glMatrix = patternPose.getMat44();
glLoadMatrixf(reinterpret_cast<const GLfloat*>(&glMatrix.data[0]));
// Render model
drawCoordinateAxis();
drawCubeModel();
}
}
void ARDrawingContext::buildProjectionMatrix(const CameraCalibration& calibration, int screen_width, int screen_height, Matrix44& projectionMatrix)
{
float nearPlane = 0.01f; // Near clipping distance
float farPlane = 100.0f; // Far clipping distance
// Camera parameters
float f_x = calibration.fx(); // Focal length in x axis
float f_y = calibration.fy(); // Focal length in y axis (usually the same?)
float c_x = calibration.cx(); // Camera primary point x
float c_y = calibration.cy(); // Camera primary point y
projectionMatrix.data[0] = -2.0f * f_x / screen_width;
projectionMatrix.data[1] = 0.0f;
projectionMatrix.data[2] = 0.0f;
projectionMatrix.data[3] = 0.0f;
projectionMatrix.data[4] = 0.0f;
projectionMatrix.data[5] = 2.0f * f_y / screen_height;
projectionMatrix.data[6] = 0.0f;
projectionMatrix.data[7] = 0.0f;
projectionMatrix.data[8] = 2.0f * c_x / screen_width - 1.0f;
projectionMatrix.data[9] = 2.0f * c_y / screen_height - 1.0f;
projectionMatrix.data[10] = -( farPlane + nearPlane) / ( farPlane - nearPlane );
projectionMatrix.data[11] = -1.0f;
projectionMatrix.data[12] = 0.0f;
projectionMatrix.data[13] = 0.0f;
projectionMatrix.data[14] = -2.0f * farPlane * nearPlane / ( farPlane - nearPlane );
projectionMatrix.data[15] = 0.0f;
}
void ARDrawingContext::drawCoordinateAxis()
{
static float lineX[] = {0,0,0,1,0,0};
static float lineY[] = {0,0,0,0,1,0};
static float lineZ[] = {0,0,0,0,0,1};
glLineWidth(2);
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3fv(lineX);
glVertex3fv(lineX + 3);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3fv(lineY);
glVertex3fv(lineY + 3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3fv(lineZ);
glVertex3fv(lineZ + 3);
glEnd();
}
void ARDrawingContext::drawCubeModel()
{
static const GLfloat LightAmbient[]= { 0.25f, 0.25f, 0.25f, 1.0f }; // Ambient Light Values
static const GLfloat LightDiffuse[]= { 0.1f, 0.1f, 0.1f, 1.0f }; // Diffuse Light Values
static const GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f }; // Light Position
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT);
glColor4f(0.2f,0.35f,0.3f,0.75f); // Full Brightness, 50% Alpha ( NEW )
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); // Blending Function For Translucency Based On Source Alpha
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
glEnable(GL_COLOR_MATERIAL);
glScalef(0.25,0.25, 0.25);
glTranslatef(0,0, 1);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_QUADS);
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front)
glVertex3f( 1.0f, -1.0f, 1.0f); // Point 2 (Front)
glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front)
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Back)
glVertex3f(-1.0f, 1.0f, -1.0f); // Point 2 (Back)
glVertex3f( 1.0f, 1.0f, -1.0f); // Point 3 (Back)
glVertex3f( 1.0f, -1.0f, -1.0f); // Point 4 (Back)
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
glVertex3f(-1.0f, 1.0f, -1.0f); // Point 1 (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Point 2 (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Top)
glVertex3f( 1.0f, 1.0f, -1.0f); // Point 4 (Top)
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Bottom)
glVertex3f( 1.0f, -1.0f, -1.0f); // Point 2 (Bottom)
glVertex3f( 1.0f, -1.0f, 1.0f); // Point 3 (Bottom)
glVertex3f(-1.0f, -1.0f, 1.0f); // Point 4 (Bottom)
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
glVertex3f( 1.0f, -1.0f, -1.0f); // Point 1 (Right)
glVertex3f( 1.0f, 1.0f, -1.0f); // Point 2 (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Right)
glVertex3f( 1.0f, -1.0f, 1.0f); // Point 4 (Right)
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Left)
glVertex3f(-1.0f, -1.0f, 1.0f); // Point 2 (Left)
glVertex3f(-1.0f, 1.0f, 1.0f); // Point 3 (Left)
glVertex3f(-1.0f, 1.0f, -1.0f); // Point 4 (Left)
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor4f(0.2f,0.65f,0.3f,0.35f); // Full Brightness, 50% Alpha ( NEW )
glBegin(GL_QUADS);
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front)
glVertex3f( 1.0f, -1.0f, 1.0f); // Point 2 (Front)
glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front)
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Back)
glVertex3f(-1.0f, 1.0f, -1.0f); // Point 2 (Back)
glVertex3f( 1.0f, 1.0f, -1.0f); // Point 3 (Back)
glVertex3f( 1.0f, -1.0f, -1.0f); // Point 4 (Back)
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
glVertex3f(-1.0f, 1.0f, -1.0f); // Point 1 (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Point 2 (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Top)
glVertex3f( 1.0f, 1.0f, -1.0f); // Point 4 (Top)
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Bottom)
glVertex3f( 1.0f, -1.0f, -1.0f); // Point 2 (Bottom)
glVertex3f( 1.0f, -1.0f, 1.0f); // Point 3 (Bottom)
glVertex3f(-1.0f, -1.0f, 1.0f); // Point 4 (Bottom)
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
glVertex3f( 1.0f, -1.0f, -1.0f); // Point 1 (Right)
glVertex3f( 1.0f, 1.0f, -1.0f); // Point 2 (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Right)
glVertex3f( 1.0f, -1.0f, 1.0f); // Point 4 (Right)
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Left)
glVertex3f(-1.0f, -1.0f, 1.0f); // Point 2 (Left)
glVertex3f(-1.0f, 1.0f, 1.0f); // Point 3 (Left)
glVertex3f(-1.0f, 1.0f, -1.0f); // Point 4 (Left)
glEnd();
glPopAttrib();
}