void OnsetMeterView::drawStaticElements(){
    drawLabel();
    onOffToggle->drawTransparent();
    if (_enabled){
        alphaSlider->drawSimplified();
        silenceThresholdSlider->drawSimplified();
        timeThresholdSlider->drawSimplified();
        armToggle->drawTransparent();
        resetButton->drawTransparent();
    }
    drawBounds();
}
Exemple #2
0
 // Draw bounds around contours with hierarchy over black bounds.
 //
 void showBounds(const std::vector<std::vector<cv::Point> > &contour,
                 const std::vector<cv::Vec4i> &hierarchy)
 {
     static const cv::Mat black
         = cv::Mat::zeros(bounds.size(), bounds.type());
     const int size = contour.size();
     std::vector<std::vector<cv::Point> > polygon(size);
     std::vector<cv::Rect> rect(size);
     std::vector<cv::Point2f> center(size);
     std::vector<float> radius(size);
     findBounds(contour, polygon, rect, center, radius);
     black.copyTo(bounds);
     drawBounds(bounds, hierarchy, polygon, rect, center, radius);
 }
bool DX11ViewportRenderer::drawSurface( const MDagPath &dagPath, bool active, bool templated)
{
	bool drewSurface = false;

	if ( !dagPath.hasFn( MFn::kMesh ))
	{
		MMatrix  matrix = dagPath.inclusiveMatrix();
		MFnDagNode dagNode(dagPath);
		MBoundingBox box = dagNode.boundingBox();
		float color[3] = {0.6f, 0.3f, 0.0f};
		if (active)
		{
			color[0] = 1.0f;
			color[1] = 1.0f;
			color[2] = 1.0f;
		}
		else if (templated)
		{
			color[0] = 1.0f;
			color[1] = 0.686f;
			color[2] = 0.686f;
		}
		drawBounds( matrix, box, color);
		return true;
	}

	if ( dagPath.hasFn( MFn::kMesh ))
	{
		MMatrix  matrix = dagPath.inclusiveMatrix();
		MFnDagNode dagNode(dagPath);

		// Look for any hardware shaders which can draw D3D first.
		//
		bool drewWithHwShader = false;
		{
			MFnMesh fnMesh(dagPath);
			MObjectArray sets;
			MObjectArray comps;
			unsigned int instanceNum = dagPath.instanceNumber();
			if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
				MGlobal::displayError("ERROR : MFnMesh::getConnectedSetsAndMembers");
			for ( unsigned i=0; i<sets.length(); i++ ) 
			{
				MObject set = sets[i];
				MObject comp = comps[i];

				MStatus status;
				MFnSet fnSet( set, &status );
				if (status == MS::kFailure) {
					MGlobal::displayError("ERROR: MFnSet::MFnSet");
					continue;
				}

				MObject shaderNode = findShader(set);
				if (shaderNode != MObject::kNullObj)
				{
					MPxHardwareShader * hwShader = 
						MPxHardwareShader::getHardwareShaderPtr( shaderNode );

					if (hwShader)
					{
						const MRenderProfile & profile = hwShader->profile();
						if (profile.hasRenderer( MRenderProfile::kMayaD3D))
						{
							// Render a Maya D3D hw shader here....
							//printf("Found a D3D hw shader\n");
							//drewWithHwShader = true;
						}
					}
				}
			}
		}

		// Get the geometry buffers for this bad boy and render them
		D3DGeometry* Geometry = m_resourceManager.getGeometry( dagPath, m_pD3DDevice);
		if( Geometry)
		{
			// Transform from object to world space
			//
			XMMATRIX objectToWorld = XMMATRIX
				(
				(float)matrix.matrix[0][0], (float)matrix.matrix[0][1], (float)matrix.matrix[0][2], (float)matrix.matrix[0][3],
				(float)matrix.matrix[1][0], (float)matrix.matrix[1][1], (float)matrix.matrix[1][2], (float)matrix.matrix[1][3],
				(float)matrix.matrix[2][0], (float)matrix.matrix[2][1], (float)matrix.matrix[2][2], (float)matrix.matrix[2][3],
				(float)matrix.matrix[3][0], (float)matrix.matrix[3][1], (float)matrix.matrix[3][2], (float)matrix.matrix[3][3]
			);

			FixedFunctionConstants cb;

			if (!drewWithHwShader)
			{
				// Get material properties for shader associated with mesh
				//
				// 1. Try to draw with the sample internal programmable shader
				bool drewGeometryWithShader = false;

				// 2. Draw with fixed function shader
				if (!drewGeometryWithShader)
				{
					// Set up a default material, just in case there is none.
					//
					float diffuse[3];
					if (active)
					{
						if (templated)
						{
							m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );
							diffuse[0] = 1.0f; diffuse[1] = 0.686f; diffuse[2] = 0.686f;
						}
						else
						{
							m_pD3DDeviceCtx->RSSetState( m_pNormalRS );
							diffuse[0] = 0.6f; diffuse[1] = 0.6f; diffuse[2] = 0.6f;
						}
					}
					else
					{
						if (templated)
						{
							m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );
							diffuse[0] = 1.0f; diffuse[1] = 0.686f; diffuse[2] = 0.686f;
						}
						else
						{
							m_pD3DDeviceCtx->RSSetState( m_pNormalRS );
							diffuse[0] = 0.5f; diffuse[1] = 0.5f; diffuse[2] = 0.5f;
						}
					}

					// Set constant buffer
					XMVECTOR det;
					cb.wvIT = XMMatrixInverse( &det, objectToWorld * m_currentViewMatrix );
					cb.wvp = XMMatrixTranspose( objectToWorld * m_currentViewMatrix * m_currentProjectionMatrix );
					cb.wv = XMMatrixTranspose( objectToWorld * m_currentViewMatrix );
					cb.lightDir = XMFLOAT4( 0.0f, 0.0f, 1.0f, 0.0f );
					cb.lightColor = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.ambientLight = XMFLOAT4( 0.2f, 0.2f, 0.2f, 0.0f );
					cb.diffuseMaterial = XMFLOAT4( diffuse[0], diffuse[1], diffuse[2], 0.0f );
					cb.specularColor = XMFLOAT4( 0.2f, 0.2f, 0.2f, 0.0f );
					cb.diffuseCoeff = 1.0f;
					cb.shininess = 16.0f;
					cb.transparency = 1.0f;
					m_pD3DDeviceCtx->UpdateSubresource( m_pFixedFunctionConstantBuffer, 0, NULL, &cb, 0, 0 );

					// get shader
					SurfaceEffectItemList::const_iterator it = m_resourceManager.getSurfaceEffectItemList().find( "Maya_fixedFunction" );
					if ( it == m_resourceManager.getSurfaceEffectItemList().end() )
						return false;
					const SurfaceEffectItem* sei = it->second;

					// bind shaders
					m_pD3DDeviceCtx->VSSetShader( sei->fVertexShader, NULL, 0 );
					m_pD3DDeviceCtx->VSSetConstantBuffers( 0, 1, &m_pFixedFunctionConstantBuffer );
					m_pD3DDeviceCtx->IASetInputLayout( sei->fInputLayout );
					m_pD3DDeviceCtx->PSSetShader( sei->fPixelShader, NULL, 0 );
					m_pD3DDeviceCtx->PSSetConstantBuffers( 0, 1, &m_pFixedFunctionConstantBuffer );

					Geometry->Render( m_pD3DDeviceCtx );

					drewSurface = true;
				}
			}

			// Draw wireframe on top
			//

			if ( drewSurface && active )
			{
				bool drawActiveWithBounds = false;
				if (drawActiveWithBounds)
				{
					MBoundingBox box = dagNode.boundingBox();
					float color[3] = {1.0f, 1.0f, 1.0f};
					drawBounds( matrix, box, color );
				}
				else
				{
					cb.lightColor = XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f );
					cb.ambientLight = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.diffuseMaterial = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.specularColor = XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f );
					m_pD3DDeviceCtx->UpdateSubresource( m_pFixedFunctionConstantBuffer, 0, NULL, &cb, 0, 0 );

					m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );

					Geometry->Render( m_pD3DDeviceCtx );				
				}
			}
		} // If Geometry
	}
	return drewSurface;
}
bool DX11ViewportRenderer::drawScene(const MRenderingInfo &renderInfo)
//
// Description:
//		Draw the Maya scene, using a custom traverser.
//
{
	bool useDrawTraversal = true;
	float groundPlaneColor[3] = { 0.8f, 0.8f, 0.8f };

	if (useDrawTraversal)
	{
		const MDagPath &cameraPath = renderInfo.cameraPath();
		if (cameraPath.isValid())
		{
			// You can actually keep the traverser classes around
			// if desired. Here we just create temporary traversers
			// on the fly.
			//
			MDrawTraversal *trav = new MDrawTraversal;
			if (!trav)
			{
				MGlobal::displayWarning("DX11 renderer : failed to create a traversal class !\n");
				return true;
			}

			trav->enableFiltering( false );

			const MRenderTarget &renderTarget = renderInfo.renderTarget();
			trav->setFrustum( cameraPath, renderTarget.width(), 
							  renderTarget.height() );

			if (!trav->frustumValid())
			{
				MGlobal::displayWarning("DX11 renderer : Frustum is invalid !\n");
				return true;
			}

			trav->traverse();

			unsigned int numItems = trav->numberOfItems();
			unsigned int i;
			for (i=0; i<numItems; i++)
			{
				MDagPath path;
				trav->itemPath(i, path);

				if (path.isValid())
				{
					bool drawIt = false;

					// Default traverer may have view manips showing up.
					// This is currently a known Maya bug.
					if ( path.hasFn( MFn::kViewManip ))
						continue;

					//
					// Draw surfaces (polys, nurbs, subdivs)
					//
					bool active = false;
					bool templated = false;
					if ( path.hasFn( MFn::kMesh) || 
						 path.hasFn( MFn::kNurbsSurface) || 
						 path.hasFn( MFn::kSubdiv) )
					{
						drawIt = true;
						if (trav->itemHasStatus( i, MDrawTraversal::kActiveItem ))
						{
							active = true;
						}
						if (trav->itemHasStatus( i, MDrawTraversal::kTemplateItem ))
						{
							templated = true;
						}
					}

					//
					// Draw the ground plane
					//
					else if (path.hasFn( MFn::kSketchPlane ) ||
							 path.hasFn( MFn::kGroundPlane ))
					{
						MMatrix  matrix = path.inclusiveMatrix();
						MFnDagNode dagNode(path);
						MBoundingBox box = dagNode.boundingBox();
						drawBounds( matrix, box, groundPlaneColor );
					}

					if (drawIt)
					{
						drawSurface( path, active, templated );
					}
				}
			}

			if (trav)
				delete trav;

			// Cleanup any unused resource items
			bool onlyInvalidItems = true;
			clearResources( onlyInvalidItems, false );
		}
	}
	else
	{
		// Draw some poly bounding boxes 
		//
		MItDag::TraversalType traversalType = MItDag::kDepthFirst;
		MFn::Type filter = MFn::kMesh;
		MStatus status;

		MItDag dagIterator( traversalType, filter, &status);

		for ( ; !dagIterator.isDone(); dagIterator.next() ) 
		{

			MDagPath dagPath;

			status = dagIterator.getPath(dagPath);
			if ( !status ) {
				status.perror("MItDag::getPath");
				continue;
			}

			MFnDagNode dagNode(dagPath, &status);
			if ( !status ) {
				status.perror("MFnDagNode constructor");
				continue;
			}

			MMatrix  matrix = dagPath.inclusiveMatrix();
			MBoundingBox box = dagNode.boundingBox();
			drawBounds( matrix, box, groundPlaneColor );
		}
	}
	return true;
}
/*
	Draw a scene full of bounding boxes
*/
bool
MCustomSceneDraw::draw(MDagPath &cameraPath, unsigned int width, unsigned int height)
{
	if (!cameraPath.isValid())
		return false;

	MDrawTraversal *trav = NULL;
	trav = new MSurfaceDrawTraversal;

	if (!trav)
		return false;

	trav->enableFiltering( true );
	trav->setFrustum( cameraPath, width, height );
	if (!trav->frustumValid())
	{
		delete trav; trav = NULL;
		return false;
	}
	trav->traverse();

	unsigned int numItems = trav->numberOfItems();
	unsigned int i;
	for (i=0; i<numItems; i++)
	{
		MDagPath path;
		trav->itemPath(i, path);

		if (path.isValid())
		{
			bool drawIt = false;

			//
			// Draw surfaces (polys, nurbs, subdivs)
			//
			if ( path.hasFn( MFn::kMesh) ||
				path.hasFn( MFn::kNurbsSurface) ||
				path.hasFn( MFn::kSubdiv) )
			{
				drawIt = true;
				if (trav->itemHasStatus( i, MDrawTraversal::kActiveItem ))
				{
					gGLFT->glColor3f( 1.0f, 1.0f, 1.0f );
				}
				else if (trav->itemHasStatus( i, MDrawTraversal::kTemplateItem ))
				{
					gGLFT->glColor3f( 0.2f, 0.2f, 0.2f );
				}
				else
				{
					if (path.hasFn( MFn::kMesh ))
						gGLFT->glColor3f( 0.286f, 0.706f, 1.0f );
					else if (path.hasFn( MFn::kNurbsSurface))
						gGLFT->glColor3f( 0.486f, 0.306f, 1.0f );
					else
						gGLFT->glColor3f( 0.886f, 0.206f, 1.0f );
				}
			}

			if (drawIt)
			{
				MFnDagNode dagNode(path);
				MBoundingBox box = dagNode.boundingBox();
				drawBounds( path, box );
			}
		}
	}

	if (trav)
	{
		delete trav;
		trav = NULL;
	}
	return true;
}
Exemple #6
0
LRESULT CVideoMarkup::OnPaint( UINT, WPARAM, LPARAM, BOOL& ) {
	PAINTSTRUCT ps;

    HDC hdc = BeginPaint(&ps);
    Rect drawBounds(0,0,VIDEO_X,VIDEO_Y);
    Rect videoBounds(0,0,m_videoLoader.videoX,m_videoLoader.videoY);
    Rect videoBoundsExt(2,2,m_videoLoader.videoX-4,m_videoLoader.videoY-4);

    if (m_videoLoader.videoLoaded) {
        graphics->SetClip(drawBounds);

        if (m_videoLoader.bmpVideo != NULL) {
            if (showGuesses && !scrubbingVideo) { // highlight computer's guesses
                graphics->DrawImage(m_videoLoader.GetMaskedBitmap(),drawBounds);
            } else {
                graphics->DrawImage(m_videoLoader.bmpVideo,drawBounds);
            }
        }

        Rect selectRect;
        selectRect.X = (INT) min(selectStart.X, selectCurrent.X);
        selectRect.Y = (INT) min(selectStart.Y, selectCurrent.Y);
        selectRect.Width = (INT) abs(selectStart.X - selectCurrent.X);
        selectRect.Height = (INT) abs(selectStart.Y - selectCurrent.Y);

        if (selectingRegion) {
            if (currentGroupId == GROUPID_POSSAMPLES) {
                graphics->FillRectangle(&posBrush, selectRect);
                graphics->DrawRectangle(&posSelectPen, selectRect);
            } else {
                graphics->FillRectangle(&negBrush, selectRect);
                graphics->DrawRectangle(&negSelectPen, selectRect);
            }
        }
        graphics->ResetClip();
    }

    graphicsExamples->FillRectangle(&ltgrayBrush, Rect(0,0,EXAMPLEWINDOW_WIDTH,EXAMPLEWINDOW_HEIGHT));
    if (classifier->isTrained) {
        graphicsExamples->DrawImage(classifier->GetFilterImage(),10,0);
	    graphicsExamples->DrawString(L"RECOGNIZER MODEL", 16, &labelFont, PointF(15,5), &whiteBrush);
	}
    if (showGuesses) {
        graphicsExamples->DrawImage(classifier->GetApplyImage(),FILTERIMAGE_WIDTH+20, 0);
	    graphicsExamples->DrawString(L"RECOGNIZER OUTPUT", 17, &labelFont, PointF(FILTERIMAGE_WIDTH+25,5), &whiteBrush);
    }
	if (classifier->isOnDisk) {
		LPWSTR name = classifier->GetName();
		graphicsExamples->DrawString(L"Currently\nActive:", 17, &labelFont, PointF(2*FILTERIMAGE_WIDTH+30,10), &blackBrush);
	    graphicsExamples->DrawString(name, wcslen(name), &bigFont,
			RectF(2*FILTERIMAGE_WIDTH+30,50,EXAMPLEWINDOW_WIDTH-(2*FILTERIMAGE_WIDTH+30),EXAMPLEWINDOW_HEIGHT-50),
			&stringFormat, &blackBrush);
	}

    if (recognizerMode == GESTURE_FILTER) {
        // draw the current gesture motion trajectory in this frame
        MotionTrack mt = m_videoLoader.GetTrajectoryAtCurrentFrame();
		mt = ScaleToSquare(mt, 3*VIDEO_Y/4);
		mt = TranslateToOrigin(mt);
		DrawTrack(graphics, mt, VIDEO_X, VIDEO_Y, VIDEO_X);
    }

    BitBlt(hdc,0,0,VIDEO_X,VIDEO_Y,hdcmem,0,0,SRCCOPY);
    BitBlt(hdc,EXAMPLEWINDOW_X,EXAMPLEWINDOW_Y,EXAMPLEWINDOW_WIDTH,EXAMPLEWINDOW_HEIGHT,hdcmemExamples,0,0,SRCCOPY);
    EndPaint(&ps);

    return 0;
}
Exemple #7
0
LRESULT CVideoMarkup::OnButtonUp( UINT, WPARAM, LPARAM lParam, BOOL&)
{
    POINT p;
    p.x = LOWORD(lParam);
    p.y = HIWORD(lParam);

    if (draggingIcon) { // we just completed an icon drag
        // End the drag-and-drop process
        draggingIcon = FALSE;
        ImageList_DragLeave(m_sampleListView);
        ImageList_EndDrag();
        ImageList_Destroy(hDragImageList);
        SetCursor(LoadCursor(NULL, IDC_ARROW));
        ReleaseCapture();

        // Determine the position of the drop point
        LVHITTESTINFO lvhti;
        lvhti.pt = p;
        ClientToScreen(&lvhti.pt);
        ::ScreenToClient(m_sampleListView, &lvhti.pt);
        ListView_HitTestEx(m_sampleListView, &lvhti);
        CRect posRect, negRect, motionRect, rangeRect;
        ListView_GetGroupRect(m_sampleListView, GROUPID_POSSAMPLES, LVGGR_GROUP, &posRect);
        ListView_GetGroupRect(m_sampleListView, GROUPID_NEGSAMPLES, LVGGR_GROUP, &negRect);
        ListView_GetGroupRect(m_sampleListView, GROUPID_MOTIONSAMPLES, LVGGR_GROUP, &motionRect);
        ListView_GetGroupRect(m_sampleListView, GROUPID_RANGESAMPLES, LVGGR_GROUP, &rangeRect);

        int newGroupId;
        if (posRect.PtInRect(lvhti.pt)) newGroupId = GROUPID_POSSAMPLES;
        else if (negRect.PtInRect(lvhti.pt)) newGroupId = GROUPID_NEGSAMPLES;
        else if (motionRect.PtInRect(lvhti.pt)) newGroupId = GROUPID_MOTIONSAMPLES;
        else if (rangeRect.PtInRect(lvhti.pt)) newGroupId = GROUPID_RANGESAMPLES;
        else newGroupId = GROUPID_TRASH;

        // update group membership of selected items based on drop location
        int numSelected = ListView_GetSelectedCount(m_sampleListView);
        int iSelection = -1;
        for (int iIndex=0; iIndex<numSelected; iIndex++) {

            // retrieve the selected item 
            LVITEM lvi;
            iSelection = ListView_GetNextItem(m_sampleListView, iSelection, LVNI_SELECTED);
            lvi.mask = LVIF_IMAGE | LVIF_STATE | LVIF_GROUPID;
            lvi.state = 0;
            lvi.stateMask = 0;
            lvi.iItem = iSelection;
            lvi.iSubItem = 0;
            ListView_GetItem(m_sampleListView, &lvi);

			// Get the ID of this selected item
            UINT sampleId = ListView_MapIndexToID(m_sampleListView, iSelection);

			// test if this is an allowable group membership change
			int origGroupId = sampleSet.GetOriginalSampleGroup(sampleId);
			if (!GroupTransitionIsAllowed(origGroupId, newGroupId)) {
				// this is not a valid change so we'll move to the next item
				continue;
			}

            // update sample group in training set
            sampleSet.SetSampleGroup(sampleId, newGroupId);

            // Update item in list view with new group id
			lvi.iGroupId = newGroupId;
            ListView_SetItem(m_sampleListView, &lvi);
        }
        m_sampleListView.Invalidate(FALSE);

    } else if (m_videoLoader.videoLoaded && selectingRegion) { // we just finished drawing a selection
        ClipCursor(NULL);   // restore full cursor movement
        if (!m_videoRect.PtInRect(p)) {
            InvalidateRect(&m_videoRect,FALSE);
            return 0;
        }
        selectingRegion = false;

        Rect selectRect;
        selectRect.X = (INT) min(selectStart.X, selectCurrent.X);
        selectRect.Y = (INT) min(selectStart.Y, selectCurrent.Y);
        selectRect.Width = (INT) abs(selectStart.X - selectCurrent.X);
        selectRect.Height = (INT) abs(selectStart.Y - selectCurrent.Y);

        Rect drawBounds(0,0,VIDEO_X,VIDEO_Y);
        selectRect.Intersect(drawBounds);
        double scaleX = ((double)m_videoLoader.videoX) / ((double)VIDEO_X);
        double scaleY = ((double)m_videoLoader.videoY) / ((double)VIDEO_Y);
        selectRect.X = (INT) (scaleX * selectRect.X);
        selectRect.Y = (INT) (scaleY * selectRect.Y);
        selectRect.Width = (INT) (scaleX * selectRect.Width);
        selectRect.Height = (INT) (scaleY * selectRect.Height);

        // discard tiny samples since they won't help
        if ((selectRect.Width > 10) && (selectRect.Height > 10)) {
			TrainingSample *sample;
			// if we're in motion mode, the behavior is a little special
			if (recognizerMode == MOTION_FILTER) {
				sample = new TrainingSample(m_videoLoader.copyFrame, m_videoLoader.GetMotionHistory(), m_sampleListView, m_hImageList, selectRect, GROUPID_MOTIONSAMPLES);
			} else {
				sample = new TrainingSample(m_videoLoader.copyFrame, m_sampleListView, m_hImageList, selectRect, currentGroupId);
			}
            sampleSet.AddSample(sample);
        }
        InvalidateRect(&m_videoRect, FALSE);
    }
	return 0;
}