JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeDrawFrame(JNIEnv* env, jobject obj)) { float width, height; float viewProjection[16]; if (!videoInited) { #ifdef DEBUG LOGI("nativeDrawFrame !VIDEO\n"); #endif return; // No point in trying to draw until video is inited. } #ifdef DEBUG LOGI("nativeDrawFrame\n"); #endif if (!gARViewInited) { if (!initARView()) return; } if (gARViewLayoutRequired) layoutARView(); // Upload new video frame if required. if (videoFrameNeedsPixelBufferDataUpload) { arglPixelBufferDataUploadBiPlanar(gArglSettings, gVideoFrame, gVideoFrame + videoWidth*videoHeight); videoFrameNeedsPixelBufferDataUpload = false; } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the buffers for new frame. // Display the current frame arglDispImage(gArglSettings); if (!program) { GLuint vertShader = 0, fragShader = 0; // A simple shader pair which accepts just a vertex position and colour, no lighting. const char vertShaderString[] = "attribute vec4 position;\n" "attribute vec4 colour;\n" "uniform mat4 modelViewProjectionMatrix;\n" "varying vec4 colourVarying;\n" "void main()\n" "{\n" "gl_Position = modelViewProjectionMatrix * position;\n" "colourVarying = colour;\n" "}\n"; const char fragShaderString[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "varying vec4 colourVarying;\n" "void main()\n" "{\n" "gl_FragColor = colourVarying;\n" "}\n"; if (program) arglGLDestroyShaders(0, 0, program); program = glCreateProgram(); if (!program) { ARLOGe("drawCube: Error creating shader program.\n"); arglGLDestroyShaders(vertShader, fragShader, program); return; } if (!arglGLCompileShaderFromString(&vertShader, GL_VERTEX_SHADER, vertShaderString)) { ARLOGe("drawCube: Error compiling vertex shader.\n"); arglGLDestroyShaders(vertShader, fragShader, program); return; } if (!arglGLCompileShaderFromString(&fragShader, GL_FRAGMENT_SHADER, fragShaderString)) { ARLOGe("drawCube: Error compiling fragment shader.\n"); arglGLDestroyShaders(vertShader, fragShader, program); return; } glAttachShader(program, vertShader); glAttachShader(program, fragShader); glBindAttribLocation(program, ATTRIBUTE_VERTEX, "position"); glBindAttribLocation(program, ATTRIBUTE_COLOUR, "colour"); if (!arglGLLinkProgram(program)) { ARLOGe("drawCube: Error linking shader program.\n"); arglGLDestroyShaders(vertShader, fragShader, program); return; } arglGLDestroyShaders(vertShader, fragShader, 0); // After linking, shader objects can be deleted. // Retrieve linked uniform locations. uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX] = glGetUniformLocation(program, "modelViewProjectionMatrix"); } glUseProgram(program); // Set up 3D mode. mtxLoadIdentityf(viewProjection); mtxMultMatrixf(viewProjection, cameraLens); glStateCacheEnableDepthTest(); // Set any initial per-frame GL state you require here. // ---> // Lighting and geometry that moves with the camera should be added here. // (I.e. should be specified before camera pose transform.) // ---> // Draw an object on all valid markers. for (int i = 0; i < markersSquareCount; i++) { if (markersSquare[i].valid) { float viewProjection2[16]; mtxLoadMatrixf(viewProjection2, viewProjection); mtxMultMatrixf(viewProjection2, markersSquare[i].pose.T); drawCube(viewProjection2, 40.0f, 0.0f, 0.0f, 20.0f); } } if (cameraPoseValid) { mtxMultMatrixf(viewProjection, cameraPose); // All lighting and geometry to be drawn in world coordinates goes here. // ---> } // If you added external OpenGL code above, and that code doesn't use the glStateCache routines, // then uncomment the line below. //glStateCacheFlush(); // Set up 2D mode. mtxLoadIdentityf(viewProjection); width = (float)viewPort[viewPortIndexWidth]; height = (float)viewPort[viewPortIndexHeight]; mtxOrthof(viewProjection, 0.0f, width, 0.0f, height, -1.0f, 1.0f); glStateCacheDisableDepthTest(); // Add your own 2D overlays here. // ---> // If you added external OpenGL code above, and that code doesn't use the glStateCache routines, // then uncomment the line below. //glStateCacheFlush(); #ifdef DEBUG // Example of 2D drawing. It just draws a white border line. Change the 0 to 1 to enable. const GLfloat square_vertices [4][3] = { {0.5f, 0.5f, 0.0f}, {0.5f, height - 0.5f, 0.0f}, {width - 0.5f, height - 0.5f, 0.0f}, {width - 0.5f, 0.5f, 0.0f} }; const GLubyte square_vertex_colors_white [4][4] = { {255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255}}; glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX], 1, GL_FALSE, viewProjection); glVertexAttribPointer(ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, square_vertices); glEnableVertexAttribArray(ATTRIBUTE_VERTEX); glVertexAttribPointer(ATTRIBUTE_COLOUR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, square_vertex_colors_white); glEnableVertexAttribArray(ATTRIBUTE_COLOUR); if (!arglGLValidateProgram(program)) { ARLOGe("Error: shader program %d validation failed.\n", program); return; } glDrawArrays(GL_LINE_LOOP, 0, 4); #endif #ifdef DEBUG CHECK_GL_ERROR(); #endif }
int main(int argc, char** argv) { char glutGamemode[32] = ""; char *vconf = NULL; char cparaDefault[] = "Data/camera_para.dat"; char *cpara = NULL; int i; int gotTwoPartOption; const char markerConfigDataFilename[] = "Data/markers.dat"; const char objectDataFilename[] = "Data/objects.dat"; char optical_param_name[] = "Data/optical_param.dat"; // // Process command-line options. // glutInit(&argc, argv); i = 1; // argv[0] is name of app, so start at 1. while (i < argc) { gotTwoPartOption = FALSE; // Look for two-part options first. if ((i + 1) < argc) { if (strcmp(argv[i], "--vconf") == 0) { i++; vconf = argv[i]; gotTwoPartOption = TRUE; } else if (strcmp(argv[i], "--cpara") == 0) { i++; cpara = argv[i]; gotTwoPartOption = TRUE; } else if (strcmp(argv[i],"--width") == 0) { i++; // Get width from second field. if (sscanf(argv[i], "%d", &prefWidth) != 1) { ARLOGe("Error: --width option must be followed by desired width.\n"); } gotTwoPartOption = TRUE; } else if (strcmp(argv[i],"--height") == 0) { i++; // Get height from second field. if (sscanf(argv[i], "%d", &prefHeight) != 1) { ARLOGe("Error: --height option must be followed by desired height.\n"); } gotTwoPartOption = TRUE; } else if (strcmp(argv[i],"--refresh") == 0) { i++; // Get refresh rate from second field. if (sscanf(argv[i], "%d", &prefRefresh) != 1) { ARLOGe("Error: --refresh option must be followed by desired refresh rate.\n"); } gotTwoPartOption = TRUE; } } if (!gotTwoPartOption) { // Look for single-part options. if (strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-help") == 0 || strcmp(argv[i], "-h") == 0) { usage(argv[0]); } else if (strncmp(argv[i], "-cpara=", 7) == 0) { cpara = &(argv[i][7]); } else if (strcmp(argv[i], "--version") == 0 || strcmp(argv[i], "-version") == 0 || strcmp(argv[i], "-v") == 0) { ARLOG("%s version %s\n", argv[0], AR_HEADER_VERSION_STRING); exit(0); } else if (strcmp(argv[i],"--windowed") == 0) { prefWindowed = TRUE; } else if (strcmp(argv[i],"--fullscreen") == 0) { prefWindowed = FALSE; } else { ARLOGe("Error: invalid command line argument '%s'.\n", argv[i]); usage(argv[0]); } } i++; } // // Video setup. // if (!setupCamera((cpara ? cpara : cparaDefault), vconf, &gCparamLT)) { ARLOGe("main(): Unable to set up AR camera.\n"); exit(-1); } // // AR init. // // Init AR. gARPattHandle = arPattCreateHandle(); if (!gARPattHandle) { ARLOGe("Error creating pattern handle.\n"); exit(-1); } gARHandle = arCreateHandle(gCparamLT); if (!gARHandle) { ARLOGe("Error creating AR handle.\n"); exit(-1); } arPattAttach(gARHandle, gARPattHandle); if (arSetPixelFormat(gARHandle, arVideoGetPixelFormat()) < 0) { ARLOGe("Error setting pixel format.\n"); exit(-1); } gAR3DHandle = ar3DCreateHandle(&gCparamLT->param); if (!gAR3DHandle) { ARLOGe("Error creating 3D handle.\n"); exit(-1); } if (!setupOptical(optical_param_name, &(eye.fovy), &(eye.aspect), eye.m, VIEW_SCALEFACTOR)) { ARLOGe("main(): Unable to set up optical.\n"); cleanup(); exit(-1); } // // Markers setup. // // Load marker(s). newMarkers(markerConfigDataFilename, gARPattHandle, &markersSquare, &markersSquareCount, &gARPattDetectionMode); ARLOGi("Marker count = %d\n", markersSquareCount); // // Other ARToolKit setup. // arSetMarkerExtractionMode(gARHandle, AR_USE_TRACKING_HISTORY_V2); //arSetMarkerExtractionMode(gARHandle, AR_NOUSE_TRACKING_HISTORY); //arSetLabelingThreshMode(gARHandle, AR_LABELING_THRESH_MODE_MANUAL); // Uncomment to force manual thresholding. // Set the pattern detection mode (template (pictorial) vs. matrix (barcode) based on // the marker types as defined in the marker config. file. arSetPatternDetectionMode(gARHandle, gARPattDetectionMode); // Default = AR_TEMPLATE_MATCHING_COLOR // Other application-wide marker options. Once set, these apply to all markers in use in the application. // If you are using standard ARToolKit picture (template) markers, leave commented to use the defaults. // If you are usign a different marker design (see http://www.artoolworks.com/support/app/marker.php ) // then uncomment and edit as instructed by the marker design application. //arSetLabelingMode(gARHandle, AR_LABELING_BLACK_REGION); // Default = AR_LABELING_BLACK_REGION //arSetBorderSize(gARHandle, 0.25f); // Default = 0.25f //arSetMatrixCodeType(gARHandle, AR_MATRIX_CODE_3x3); // Default = AR_MATRIX_CODE_3x3 // // Graphics setup. // // Set up GL context(s) for OpenGL to draw into. glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); if (prefWindowed) { if (prefWidth > 0 && prefHeight > 0) glutInitWindowSize(prefWidth, prefHeight); else glutInitWindowSize(gCparamLT->param.xsize, gCparamLT->param.ysize); glutCreateWindow(argv[0]); } else { if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) { if (prefWidth && prefHeight) { if (prefDepth) { if (prefRefresh) snprintf(glutGamemode, sizeof(glutGamemode), "%ix%i:%i@%i", prefWidth, prefHeight, prefDepth, prefRefresh); else snprintf(glutGamemode, sizeof(glutGamemode), "%ix%i:%i", prefWidth, prefHeight, prefDepth); } else { if (prefRefresh) snprintf(glutGamemode, sizeof(glutGamemode), "%ix%i@%i", prefWidth, prefHeight, prefRefresh); else snprintf(glutGamemode, sizeof(glutGamemode), "%ix%i", prefWidth, prefHeight); } } else { prefWidth = glutGameModeGet(GLUT_GAME_MODE_WIDTH); prefHeight = glutGameModeGet(GLUT_GAME_MODE_HEIGHT); snprintf(glutGamemode, sizeof(glutGamemode), "%ix%i", prefWidth, prefHeight); } glutGameModeString(glutGamemode); glutEnterGameMode(); } else { if (prefWidth > 0 && prefHeight > 0) glutInitWindowSize(prefWidth, prefHeight); glutCreateWindow(argv[0]); glutFullScreen(); } } // Setup ARgsub_lite library for current OpenGL context. if ((gArglSettings = arglSetupForCurrentContext(&(gCparamLT->param), arVideoGetPixelFormat())) == NULL) { ARLOGe("main(): arglSetupForCurrentContext() returned error.\n"); cleanup(); exit(-1); } arglSetupDebugMode(gArglSettings, gARHandle); // Create the OpenGL projection from the optical parameters. // We are using an optical see-through display, so // perspective is determined by its field of view and aspect ratio only. // This is the same calculation as performed by: // gluPerspective(opticalEye->fovy, opticalEye->aspect, VIEW_DISTANCE_MIN, VIEW_DISTANCE_MAX); #ifdef ARDOUBLE_IS_FLOAT mtxLoadIdentityf(cameraLens); mtxPerspectivef(cameraLens, eye.fovy, eye.aspect, VIEW_DISTANCE_MIN, VIEW_DISTANCE_MAX); #else mtxLoadIdentityd(cameraLens); mtxPerspectived(cameraLens, eye.fovy, eye.aspect, VIEW_DISTANCE_MIN, VIEW_DISTANCE_MAX); #endif cameraPoseValid = FALSE; // Load objects (i.e. OSG models). VirtualEnvironmentInit(objectDataFilename); VirtualEnvironmentHandleARViewUpdatedCameraLens(cameraLens); // // Setup complete. Start tracking. // // Start the video. if (arVideoCapStart() != 0) { ARLOGe("setupCamera(): Unable to begin camera data capture.\n"); return (FALSE); } arUtilTimerReset(); // Register GLUT event-handling callbacks. // NB: mainLoop() is registered by Visibility. glutDisplayFunc(Display); glutReshapeFunc(Reshape); glutVisibilityFunc(Visibility); glutKeyboardFunc(Keyboard); glutMainLoop(); return (0); }