void MeshViewer :: addMeshToVertexBufferObject(const ntk::Mesh& mesh, const Pose3D& pose, MeshViewerMode mode) { #if defined(NESTK_USE_GLEW) || defined(USE_GLEW) GLuint vbo_id = -1, vbo_faces_id = -1; glGenBuffersARB(1, &vbo_id); if (mesh.hasFaces()) glGenBuffersARB(1, &vbo_faces_id); VertexBufferObject vbo; pose.cvCameraTransform().copyTo(vbo.model_view_matrix); // Transpose the matrix for OpenGL column-major. vbo.model_view_matrix = vbo.model_view_matrix.t(); vbo.nb_faces = 0; vbo.vertex_id = vbo_id; vbo.faces_id = vbo_faces_id; vbo.has_faces = mesh.hasFaces(); vbo.has_color = mesh.hasColors(); vbo.has_texcoords = mesh.hasTexcoords(); vbo.has_normals = mesh.hasNormals(); vbo.rendering_mode = mode; vbo.color_offset = mesh.vertices.size()*sizeof(Vec3f); vbo.normals_offset = vbo.color_offset + mesh.colors.size()*sizeof(Vec3b); vbo.texture_offset = vbo.normals_offset + mesh.normals.size() * sizeof(Vec3f); vbo.nb_vertices = mesh.vertices.size(); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo.vertex_id); glBufferDataARB(GL_ARRAY_BUFFER_ARB, mesh.colors.size() * sizeof(Vec3b) + mesh.normals.size() * sizeof(Vec3f) + mesh.vertices.size() * sizeof(Vec3f) + mesh.texcoords.size() * sizeof(Point2f), // size 0, // null pointer: just allocate memory GL_STATIC_DRAW_ARB); glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, mesh.vertices.size()*sizeof(Vec3f), &mesh.vertices[0]); if (vbo.has_color) glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vbo.color_offset, mesh.colors.size()*sizeof(Vec3b), &mesh.colors[0]); if (vbo.has_normals) glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vbo.normals_offset, mesh.normals.size()*sizeof(Vec3f), &mesh.normals[0]); if (vbo.has_texcoords) glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vbo.texture_offset, mesh.texcoords.size()*sizeof(Point2f), &mesh.texcoords[0]); if (vbo.has_faces) { vbo.nb_faces = mesh.faces.size(); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo.faces_id); glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh.faces.size() * 3 * sizeof(GLuint), // size (GLuint*)&mesh.faces[0], GL_STATIC_DRAW_ARB); } m_upcoming_vertex_buffer_objects.push_back(vbo); #endif }
void MeshRenderer :: setPose(const Pose3D& pose, float* arg_near_plane, float* arg_far_plane) { VertexBufferObject& vbo = m_vertex_buffer_object; pose.cvCameraTransform().copyTo(vbo.model_view_matrix); // Transpose the matrix for OpenGL column-major. vbo.model_view_matrix = vbo.model_view_matrix.t(); if (!(arg_near_plane && arg_far_plane)) { estimateOptimalPlanes(pose, &m_last_near_plane, &m_last_far_plane); } else { m_last_near_plane = *arg_near_plane; m_last_far_plane = *arg_far_plane; } m_pbuffer->makeCurrent(); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); cv::Vec3f euler_angles = pose.cvEulerRotation(); glTranslatef(pose.cvTranslation()[0], pose.cvTranslation()[1], pose.cvTranslation()[2]); glRotatef(euler_angles[2]*180.0/M_PI, 0, 0, 1); glRotatef(euler_angles[1]*180.0/M_PI, 0, 1, 0); glRotatef(euler_angles[0]*180.0/M_PI, 1, 0, 0); glMatrixMode (GL_PROJECTION); glLoadIdentity (); double dx = pose.imageCenterX() - (m_pbuffer->width() / 2.0); double dy = pose.imageCenterY() - (m_pbuffer->height() / 2.0); glViewport(dx, -dy, m_pbuffer->width(), m_pbuffer->height()); if (pose.isOrthographic()) { ntk_dbg_print(pose.focalX()/2, 0); ntk_dbg_print(pose.focalY()/2, 0); glOrtho(-pose.focalX()/2, pose.focalX()/2, -pose.focalY()/2, pose.focalY()/2, m_last_near_plane, m_last_far_plane); } else { double fov = (180.0/M_PI) * 2.0*atan(m_pbuffer->height()/(2.0*pose.focalY())); // double fov2 = (180.0/M_PI) * 2.0*atan(image.cols/(2.0*pose.focalX())); // ntk_dbg_print(fov2, 2); // gluPerspective(fov2, double(image.rows)/image.cols, near_plane, far_plane); gluPerspective(fov, double(m_pbuffer->width())/m_pbuffer->height(), m_last_near_plane, m_last_far_plane); } glMatrixMode (GL_MODELVIEW); }