예제 #1
0
void FaceApp::setup()
{	
	gl::enableAlphaBlending();
	
	mEnabledFace2d	= true;
	mEnabledFace3d	= true;
	mFrameRate		= 0.0f;
	mFullScreen		= false;

	mDevice = Kinect2::Device::create();
	mDevice->start();
	mDevice->enableFaceMesh();
	mDevice->connectBodyEventHandler( [ & ]( const Kinect2::BodyFrame frame )
	{
	} );
	mDevice->connectColorEventHandler( [ & ]( const Kinect2::ColorFrame frame )
	{
		mSurface = frame.getSurface();
	} );
		
	mParams = params::InterfaceGl::create( "Params", Vec2i( 230, 130 ) );
	mParams->addParam( "Frame rate",		&mFrameRate,			"", true );
	mParams->addParam( "Full screen",		&mFullScreen ).key( "f" );
	mParams->addParam( "2d face tracking",	&mEnabledFace2d ).key( "2" );
	mParams->addParam( "3d face tracking",	&mEnabledFace3d ).key( "3" );
	mParams->addButton( "Quit",				[ & ]() { quit(); } ,	"key=q" );
}
예제 #2
0
void BasicApp::setup()
{	
	gl::enable( GL_TEXTURE_2D );
	
	mFrameRate	= 0.0f;
	mFullScreen	= false;

	mDevice = Kinect2::Device::create();
	mDevice->start();
	mDevice->connectBodyIndexEventHandler( [ & ]( const Kinect2::BodyIndexFrame& frame )
	{
		mChannelBodyIndex = frame.getChannel();
	} );
	mDevice->connectColorEventHandler( [ & ]( const Kinect2::ColorFrame& frame )
	{
		mSurfaceColor = frame.getSurface();
	} );
	mDevice->connectDepthEventHandler( [ & ]( const Kinect2::DepthFrame& frame )
	{
		mChannelDepth = frame.getChannel();
	} );
	mDevice->connectInfraredEventHandler( [ & ]( const Kinect2::InfraredFrame& frame )
	{
		mChannelInfrared = frame.getChannel();
	} );
	
	mParams = params::InterfaceGl::create( "Params", ivec2( 200, 100 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,			"", true );
	mParams->addParam( "Full screen",	&mFullScreen ).key( "f" );
	mParams->addButton( "Quit",			[ & ]() { quit(); } ,	"key=q" );
}
예제 #3
0
void UdpServerApp::setup()
{
	gl::enableAlphaBlending();
	gl::enable( GL_TEXTURE_2D );

	mFont		= Font( "Georgia", 24 );
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mPort		= 2000;
	mPortPrev	= mPort;
	
	mParams = params::InterfaceGl::create( "Params", ivec2( 200, 110 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,					"", true );
	mParams->addParam( "Full screen",	&mFullScreen,					"key=f" );
	mParams->addParam( "Port",			&mPort,
					  "min=0 max=65535 step=1 keyDecr=p keyIncr=P" );
	mParams->addButton( "Quit", bind(	&UdpServerApp::quit, this ),	"key=q" );
	
	// Initialize a server by passing a boost::asio::io_service to it.
	// ci::App already has one that it polls on update, so we'll use that.
	// You can use your own io_service, but you will have to manage it 
	// manually (i.e., call poll(), poll_one(), run(), etc).
	mServer = UdpServer::create( io_service() );

	// Add callbacks to work with the server asynchronously.
	mServer->connectAcceptEventHandler( &UdpServerApp::onAccept, this );
	mServer->connectErrorEventHandler( &UdpServerApp::onError, this );
	
	// Start listening.
	accept();
}
예제 #4
0
void ServerApp::setup()
{
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mMessage	= "Hello, client!";
	
	gl::enable( GL_TEXTURE_2D );
	mFont		= Font( "Georgia", 80 );
	mSize		= Vec2f( getWindowSize() );
	mText		= "Listening...";
	mTextPrev	= "";

	mServer.addConnectCallback( &ServerApp::onConnect, this );
	mServer.addDisconnectCallback( &ServerApp::onDisconnect, this );
	mServer.addErrorCallback( &ServerApp::onError, this );
	mServer.addInterruptCallback( &ServerApp::onInterrupt, this );
	mServer.addPingCallback( &ServerApp::onPing, this );
	mServer.addReadCallback( &ServerApp::onRead, this );

	mParams = params::InterfaceGl::create( "SERVER", Vec2i( 200, 100 ) );
	mParams->addParam( "Frame rate", &mFrameRate, "", true );
	mParams->addParam( "Fullscreen", &mFullScreen, "key=f" );
	mParams->addParam( "Message", &mMessage );
	mParams->addButton( "Write", bind( &ServerApp::write, this ), "key=w" );
	mParams->addButton( "Quit", bind( &ServerApp::quit, this ), "key=q" );

	mServer.listen( 9002 );
}
void CameraComponent::loadGUI(const ci::params::InterfaceGlRef &gui)
{
    gui->addSeparator();
    gui->addText( mContext->getName() +" : "+ getName());
    auto updateFn = std::bind(&CameraComponent::updateCameraParams, this);
    gui->addParam( mContext->getName() +" : FOV", &mFov).updateFn(updateFn);
    gui->addParam( mContext->getName() +" : Far", &mFar).updateFn(updateFn);
    gui->addParam( mContext->getName() +" : Near", &mNear).updateFn(updateFn);
    gui->addParam( mContext->getName() +" : Interest Point", &mInterestPoint);

}
예제 #6
0
void BasicApp::draw()
{
	gl::viewport( getWindowSize() );
	gl::clear();
	gl::setMatricesWindow( getWindowSize() );
	gl::enableAlphaBlending();
	
	if ( mSurfaceColor ) {
		gl::TextureRef tex = gl::Texture::create( *mSurfaceColor );
		gl::draw( tex, tex->getBounds(), Rectf( vec2( 0.0f ), getWindowCenter() ) );
	}
	if ( mChannelDepth ) {
		gl::TextureRef tex = gl::Texture::create( *Kinect2::channel16To8( mChannelDepth ) );
		gl::draw( tex, tex->getBounds(), Rectf( getWindowCenter().x, 0.0f, (float)getWindowWidth(), getWindowCenter().y ) );
	}
	if ( mChannelInfrared ) {
		gl::TextureRef tex = gl::Texture::create( *mChannelInfrared );
		gl::draw( tex, tex->getBounds(), Rectf( 0.0f, getWindowCenter().y, getWindowCenter().x, (float)getWindowHeight() ) );
	}
	if ( mChannelBodyIndex ) {
		gl::TextureRef tex = gl::Texture::create( *Kinect2::colorizeBodyIndex( mChannelBodyIndex ) );
		gl::draw( tex, tex->getBounds(), Rectf( getWindowCenter(), vec2( getWindowSize() ) ) );
	}

	mParams->draw();
}
예제 #7
0
void SegmentationApp::setup()
{
#ifdef _WIN32
    showWin32Console();
#endif
    guiMode = GUI_MODE::LOAD_IMAGE;
    drawMode = DRAW_MODE::INPUT_GROUNDTRUTH;
    
    this->setWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
    this->setWindowPos(20, 20);
    interface = params::InterfaceGl::create(this->getWindow(),
                                            "Segmentation",
                                            ci::app::toPixels(ci::Vec2i(WINDOW_WIDTH/6,GUI_HEIGHT)));
    interface->setPosition(ci::Vec2i(25,50));
    firstImageRect = Rectf(WINDOW_WIDTH/6.f+50, 50, 3.5f*WINDOW_WIDTH/6.f, GUI_HEIGHT);
    secondImageRect = Rectf(3.5f*WINDOW_WIDTH/6.f+10, 50, 3.5f*WINDOW_WIDTH/6.f+10+firstImageRect.x2-firstImageRect.x1, GUI_HEIGHT);
    colorThreshold = 120;
    mahalonobisThreshold = 50;
    greenWeight = 1.2f;
    blueWeight = 2.9f;
    filterRadius = 2;
    hueThreshold = 0.075f;
    hueAngle = -0.046f;
    otsusIterations = 2;
    diceCoefficientResult = 0;
    mouse = new MouseUI(this->getWindow());
    
    
    
    initInterface();
}
예제 #8
0
void FtpClientApp::setup()
{
	gl::enable( GL_TEXTURE_2D );
	
	mFont			= Font( "Georgia", 24 );
	mFrameRate		= 0.0f;
	mFullScreen		= false;
	
	mParams = params::InterfaceGl::create( "Params", ivec2( 200, 120 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,			"", true );
    mParams->addParam( "Full screen",	&mFullScreen,           "key=f" );
    mParams->addButton( "Quit",			[ & ]() { quit(); },	"key=q" );
	
	mConnectionControl = TcpClientConnection::create( io_service() );

	mConnectionControl->connect( "www.bantherewind.com", 21 );
}
예제 #9
0
void ClientApp::setup()
{
	gl::enable( GL_TEXTURE_2D );
	mFont		= Font( "Georgia", 80 );
	mSize		= Vec2f( getWindowSize() );
	mText		= "";
	mTextPrev	= mText;

	mClient.addConnectCallback( &ClientApp::onConnect, this );
	mClient.addDisconnectCallback( &ClientApp::onDisconnect, this );
	mClient.addErrorCallback( &ClientApp::onError, this );
	mClient.addInterruptCallback( &ClientApp::onInterrupt, this );
	mClient.addPingCallback( &ClientApp::onPing, this );
	mClient.addReadCallback( &ClientApp::onRead, this );

	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mMessage	= "Hello, server!";
	mPing		= false;
	mPingTime	= getElapsedSeconds();

	mParams = params::InterfaceGl::create( "CLIENT", Vec2i( 200, 160 ) );
	mParams->addParam( "Frame rate", &mFrameRate, "", true );
	mParams->addParam( "Fullscreen", &mFullScreen, "key=f" );
	mParams->addParam( "Ping enabled", &mPing, "key=p" );
	mParams->addParam( "Message", &mMessage );
	mParams->addButton( "Connect", bind( &ClientApp::connect, this ), "key=c" );
	mParams->addButton( "Disconnect", bind( &ClientApp::disconnect, this ), "key=d" );
	mParams->addButton( "Write", bind( &ClientApp::write, this ), "key=w" );
	mParams->addButton( "Quit", bind( &ClientApp::quit, this ), "key=q" );

	connect();
}
예제 #10
0
void MultiUdpClientApp::setup()
{
	gl::enableAlphaBlending();
	gl::enable( GL_TEXTURE_2D );
	
	mFont		= Font( "Georgia", 24 );
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mHost		= "127.0.0.1";
	mPortLocal	= 0;
	mPortRemote	= 2000;
	mRequest	= "Hello, server!";
		
	mParams = params::InterfaceGl::create( "Params", ivec2( 200, 150 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,					"", true );
	mParams->addParam( "Full screen",	&mFullScreen,					"key=f" );
	mParams->addParam( "Host",			&mHost );
	mParams->addParam( "Port",			&mPortRemote,
					  "min=0 max=65535 step=1 keyDecr=p keyIncr=P" );
	mParams->addParam( "Request",		&mRequest );
	mParams->addButton( "Write", bind(	&MultiUdpClientApp::write, this ),	"key=w" );
	mParams->addButton( "Quit", bind(	&MultiUdpClientApp::quit, this ),	"key=q" );

	mClient = UdpClient::create( io_service() );
	mServer = UdpServer::create( io_service() );

	mClient->connectConnectEventHandler( &MultiUdpClientApp::onConnect, this );
	mClient->connectErrorEventHandler( &MultiUdpClientApp::onError, this );
	mClient->connectResolveEventHandler( &MultiUdpClientApp::onResolve, this );

	mServer->connectAcceptEventHandler( &MultiUdpClientApp::onAccept, this );
	mServer->connectErrorEventHandler( &MultiUdpClientApp::onError, this );
}
예제 #11
0
void ImageApp::setup()
{
	gl::enable( GL_TEXTURE_2D );
	
	mDevice = Device::create();
	mDevice->connectEventHandler( [ & ]( Leap::Frame frame )
	{
		mFrame = frame;
	} );

	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mParams = params::InterfaceGl::create( "Params", Vec2i( 200, 105 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,				"", true );
	mParams->addParam( "Full screen",	&mFullScreen ).key( "f" );
	mParams->addButton( "Screen shot",	[ & ]() { screenShot(); },	"key=space" );
	mParams->addButton( "Quit",			[ & ]() { quit(); },		"key=q" );
}
void OSCComponent::loadGUI(const ci::params::InterfaceGlRef &gui)
{
    gui->addSeparator();
    gui->addText( mContext->getName() +" : "+ getName());
    auto updateFn = [&]{ mListener.setup(mListenPort); };
    gui->addParam("listen port", &mListenPort).updateFn(updateFn);
    
    ///TODO:: change osc sender gui update
    
//    auto loadFn = [&]{
//        auto tree = ec::ConfigManager::get()->retreiveComponent(ec::Controller::get()->scene().lock()->getName(), mContext->getName(), getName() );
//        auto ip = tree["send_ip"].getValue();
//        auto port = tree["send_port"].getValue<int>();
//        mSendPort = port;
//        mSendIp = ip;
//        mSender.setup(mSendIp, mSendPort);
//    };
//    gui->addButton("reload osc sender", loadFn );

}
예제 #13
0
void WebClientApp::draw()
{
	gl::clear( Colorf::black() );
	gl::setMatricesWindow( getWindowSize() );
	
	if ( mTexture ) {
		gl::draw( mTexture, ivec2( 250, 20 ) );
	}
	
	mParams->draw();
}
예제 #14
0
void ImageFileBasicApp::draw()
{
	gl::clear( Color( 0.5f, 0.5f, 0.5f ) );
	gl::enableAlphaBlending();
	
	if( mTexture ) {
		Rectf destRect = Rectf( mTexture->getBounds() ).getCenteredFit( getWindowBounds(), true ).scaledCentered( 0.85f );
		gl::draw(mTexture, getWindowBounds());
	}
	m_params->draw();
}
예제 #15
0
void LeapApp::setup()
{
    gl::enable( GL_LINE_SMOOTH );
    glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
    gl::enable( GL_POLYGON_SMOOTH );
    glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );

    mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 1.0f, 1000.0f );
    mCamera.lookAt( Vec3f( 0.0f, 250.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );

    mDevice = Device::create();
    mDevice->connectEventHandler( &LeapApp::onFrame, this );

    mFrameRate	= 0.0f;
    mFullScreen	= false;
    mParams = params::InterfaceGl::create( "Params", Vec2i( 200, 105 ) );
    mParams->addParam( "Frame rate",	&mFrameRate,						"", true );
    mParams->addParam( "Full screen",	&mFullScreen ).key( "f" );
    mParams->addButton( "Screen shot",	bind( &LeapApp::screenShot, this ),	"key=space" );
    mParams->addButton( "Quit",			bind( &LeapApp::quit, this ),		"key=q" );
}
예제 #16
0
void TcpClientApp::draw()
{
	gl::setViewport( getWindowBounds() );
	gl::clear( Colorf::black() );
	gl::setMatricesWindow( getWindowSize() );
	
	if ( mTexture ) {
		gl::draw( mTexture, Vec2i( 250, 20 ) );
	}

	mParams->draw();
}
예제 #17
0
void FaceApp::draw()
{
	gl::setViewport( getWindowBounds() );
	gl::clear();
	gl::setMatricesWindow( getWindowSize() );

	if ( mSurface ) {	
		gl::color( Colorf::white() );
		gl::enable( GL_TEXTURE_2D );
		gl::TextureRef tex = gl::Texture::create( mSurface );
		gl::draw( tex, tex->getBounds(), Rectf( getWindowBounds() ) );
	
		gl::disable( GL_TEXTURE_2D );
		gl::pushMatrices();
		gl::scale( Vec2f( getWindowSize() ) / Vec2f( mSurface.getSize() ) );
		
		for ( const Kinect2::Face3d& face : mFaces3d ) {
			const TriMesh& mesh = face.getMesh();
			if ( mesh.getNumIndices() > 0 ) {
				vector<Vec2f> verts;
				for ( const Vec3f& i : mesh.getVertices() ) {
					Vec2f v = mDevice->mapCameraToColor( i );
					verts.push_back( v );
				}

				gl::lineWidth( 0.5f );
				gl::enableWireframe();
				TriMesh2d mesh2d;
				mesh2d.appendIndices( &mesh.getIndices()[ 0 ], mesh.getNumIndices() );
				mesh2d.appendVertices( &verts[ 0 ], mesh.getNumVertices() );
				gl::draw( mesh2d );
				gl::disableWireframe();
			}
		}
		
		if ( mEnabledFace3d ) {
			gl::color( Colorf( 1.0f, 0.0f, 0.0f ) );
		} else {
			gl::lineWidth( 2.0f );
		}
		for ( const Kinect2::Face2d& face : mFaces2d ) {
			if ( face.isTracked() ) {
				gl::drawStrokedRect( face.getBoundsColor() );
				for ( const Vec2f& i : face.getPointsColor() ) {
					gl::drawSolidCircle( i, 3.0f, 16 );
				}
			}
		}
		gl::popMatrices();
	}

	mParams->draw();
}
예제 #18
0
void HttpClientApp::setup()
{
	gl::enable( GL_TEXTURE_2D );
	
	mBytesRead		= 0;
	mContentLength	= 0;
	mFont			= Font( "Georgia", 24 );
	mFrameRate		= 0.0f;
	mFullScreen		= false;
	mHost			= "127.0.0.1";
	mIndex			= 0;
	
	mHttpRequest = HttpRequest( "GET", "/", HttpVersion::HTTP_1_1 );
	mHttpRequest.setHeader( "Host",			mHost );
	mHttpRequest.setHeader( "Accept",		"*/*" );

	mParams = params::InterfaceGl::create( "Params", ivec2( 200, 150 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,			"", true );
	mParams->addParam( "Full screen",	&mFullScreen ).key( "f" );
	mParams->addParam( "Image index",	&mIndex,				"min=0 max=3 step=1 keyDecr=i keyIncr=I" );
	mParams->addParam( "Host",			&mHost );
	mParams->addButton( "Write",		[ & ]() { write(); },	"key=w" );
	mParams->addButton( "Quit",			[ & ]() { quit(); },	"key=q" );
	
	mClient = TcpClient::create( io_service() );
	mClient->connectConnectEventHandler( &HttpClientApp::onConnect, this );
	mClient->connectErrorEventHandler( &HttpClientApp::onError, this );
	mClient->connectResolveEventHandler( &HttpClientApp::onResolve, this );
}
예제 #19
0
void WebClientApp::setup()
{
	gl::enable( GL_TEXTURE_2D );
	
	mFont			= Font( "Georgia", 24 );
	mFrameRate		= 0.0f;
	mFullScreen		= false;
	mHost			= "libcinder.org";
	mPort			= 80;
	
	mHttpRequest = HttpRequest( "GET", "/", HttpVersion::HTTP_1_0 );
	mHttpRequest.setHeader( "Host", mHost );
	mHttpRequest.setHeader( "Accept", "*/*" );
	mHttpRequest.setHeader( "Connection", "close" );

	mParams = params::InterfaceGl::create( "Params", ivec2( 200, 150 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,					"", true );
	mParams->addParam( "Full screen",	&mFullScreen ).key( "f" );
	mParams->addParam( "Host",			&mHost );
	mParams->addParam( "Port",			&mPort,							"min=0 max=65535 step=1 keyDecr=p keyIncr=P" );
	mParams->addButton( "Write", bind(	&WebClientApp::write, this ),	"key=w" );
	mParams->addButton( "Quit", bind(	&WebClientApp::quit, this ),	"key=q" );
	
	mClient = TcpClient::create( io_service() );
	mClient->connectConnectEventHandler( &WebClientApp::onConnect, this );
	mClient->connectErrorEventHandler( &WebClientApp::onError, this );
	mClient->connectResolveEventHandler( &WebClientApp::onResolve, this );
}
예제 #20
0
void ClientApp::draw()
{
	gl::setViewport( getWindowBounds() );
	gl::clear();
	gl::setMatricesWindow( getWindowSize() );

	if ( mTexture ) {
		gl::enableAlphaBlending();
		gl::draw( mTexture, getWindowCenter() - mSize * 0.5f );
	}

	mParams->draw();
}
예제 #21
0
void ImageApp::draw()
{
	gl::setViewport( getWindowBounds() );
	gl::clear( Colorf::white() );
	gl::setMatricesWindow( getWindowSize() );
	gl::color( ColorAf::white() );

	size_t i = 0;
	const Leap::ImageList& images = mFrame.images();
	for ( Leap::ImageList::const_iterator iter = images.begin(); iter != images.end(); ++iter, ++i ) {
		const Leap::Image& img = *iter;

		Channel8u channel = LeapMotion::toChannel8u( img );
		gl::draw( gl::Texture::create( channel ), channel.getBounds(), getWindowBounds() );
	}
	
	mParams->draw();
}
예제 #22
0
void ImageFileBasicApp::setup()
{
	m_params = params::InterfaceGl::create("Params", ivec2(210, 210));
	m_params->addParam<bool>("Full Screen", [&](bool b)->void { setFullScreen(b); }, [&]()->bool { return isFullScreen(); }).key("g");	// Fails

	m_params->addParam("full screen", &m_bFullscreen).updateFn([this] 
	{	setFullScreen(m_bFullscreen);	CI_LOG_I("m_bFullscreen: " << m_bFullscreen); }).key("h");

	try {
		fs::path path = getOpenFilePath( "", ImageIo::getLoadExtensions() );
		if( ! path.empty() ) {
			mTexture = gl::Texture::create( loadImage( path ) );
		}
	}
	catch( Exception &exc ) {
		CI_LOG_EXCEPTION( "failed to load image.", exc );
	}
}
예제 #23
0
void GestureApp::draw()
{
	gl::viewport( getWindowSize() );
	gl::clear( mBackgroundColor + Colorf::gray( mBackgroundBrightness ) );
	gl::setMatricesWindow( getWindowSize() );
	gl::enableAlphaBlending();
	gl::color( Colorf::white() );
	
	{
		const gl::ScopedMatrices scopedMatrices;
		gl::translate( mOffset );
		
		drawUi();
		drawGestures();
		drawPointables();
	}

	mParams->draw();
}
예제 #24
0
void TcpClientApp::setup()
{	
	gl::enableAlphaBlending();
	gl::enable( GL_TEXTURE_2D );
	
	mFont		= Font( "Georgia", 24 );
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mHost		= "localhost";
	mPort		= 2000;
	mRequest	= "echo";
		
	mParams = params::InterfaceGl::create( "Params", Vec2i( 200, 150 ) );
	mParams->addParam( "Frame rate",	&mFrameRate,					"", true );
	mParams->addParam( "Full screen",	&mFullScreen,					"key=f" );
	mParams->addParam( "Host",			&mHost );
	mParams->addParam( "Port",			&mPort,
					  "min=0 max=65535 step=1 keyDecr=p keyIncr=P" );
	mParams->addParam( "Request",		&mRequest );
	mParams->addButton( "Write", bind(	&TcpClientApp::write, this ),	"key=w" );
	mParams->addButton( "Quit", bind(	&TcpClientApp::quit, this ),	"key=q" );
	
	// Initialize a client by passing a boost::asio::io_service to it.
	// ci::App already has one that it polls on update, so we'll use that.
	// You can use your own io_service, but you will have to manage it 
	// manually (i.e., call poll(), poll_one(), run(), etc).
	mClient = TcpClient::create( io_service() );

	// Add callbacks to work with the client asynchronously.
	// Note that you can use lambdas.
	mClient->connectConnectEventHandler( &TcpClientApp::onConnect, this );
	mClient->connectErrorEventHandler( &TcpClientApp::onError, this );
	mClient->connectResolveEventHandler( [ & ]()
	{
		mText.push_back( "Endpoint resolved" );
	} );
}
예제 #25
0
void SegmentationApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) );
    gl::color(1, 1, 1);
    gl::drawStrokedRoundedRect(firstImageRect, 10);
    gl::drawStrokedRoundedRect(secondImageRect, 10);
    if(drawMode == DRAW_MODE::INPUT) {
        gl::Texture& inputTexture = inputImage.second;
        if(inputTexture) {
            gl::pushMatrices();
            gl::translate(firstImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-inputTexture.getWidth()/2.f,-inputTexture.getHeight()/2.f);
            gl::draw(inputTexture);
            gl::popMatrices();
        }
    }
    else if(drawMode == DRAW_MODE::INPUT_GROUNDTRUTH) {
        gl::Texture& inputTexture = inputImage.second;
        if(inputTexture) {
            gl::pushMatrices();
            gl::translate(firstImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-inputTexture.getWidth()/2.f,-inputTexture.getHeight()/2.f);
            gl::draw(inputTexture);
            gl::popMatrices();
        }
        gl::Texture& groundTruthTexture = groundTruthImage.second;
        if(groundTruthTexture) {
            gl::pushMatrices();
            gl::translate(secondImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-groundTruthTexture.getWidth()/2.f,-groundTruthTexture.getHeight()/2.f);
            gl::draw(groundTruthTexture);
            gl::popMatrices();
        }
    }
    
    else if (drawMode == DRAW_MODE::THRESHOLD_GROUNDTRUTH) {
        gl::Texture& segmentationTexture = segmentedImage.second;
        if(segmentationTexture) {
            gl::pushMatrices();
            gl::translate(firstImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-segmentationTexture.getWidth()/2.f,-segmentationTexture.getHeight()/2.f);
            gl::draw(segmentationTexture);
            gl::popMatrices();
        }
        gl::Texture& groundTruthTexture = groundTruthImage.second;
        if(groundTruthTexture) {
            gl::pushMatrices();
            gl::translate(secondImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-groundTruthTexture.getWidth()/2.f,-groundTruthTexture.getHeight()/2.f);
            gl::draw(groundTruthTexture);
            gl::popMatrices();
        }
    }
    
    else if (drawMode == DRAW_MODE::INPUT_THRESHOLD) {
        gl::Texture& inputTexture = inputImage.second;
        if(inputTexture) {
            gl::pushMatrices();
            gl::translate(firstImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-inputTexture.getWidth()/2.f,-inputTexture.getHeight()/2.f);
            gl::draw(inputTexture);
            gl::popMatrices();
        }
        gl::Texture& thresholdTexture = segmentedImage.second;
        if(thresholdTexture) {
            gl::pushMatrices();
            gl::translate(secondImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-thresholdTexture.getWidth()/2.f,-thresholdTexture.getHeight()/2.f);
            gl::draw(thresholdTexture);
            gl::popMatrices();
        }
    }
    else if (drawMode == DRAW_MODE::INPUT_RESULT) {
        gl::Texture& inputTexture = inputImage.second;
        if(inputTexture) {
            gl::pushMatrices();
            gl::translate(firstImageRect.getCenter());
            gl::scale(glScale,glScale);
            gl::translate(-inputTexture.getWidth()/2.f,-inputTexture.getHeight()/2.f);
            gl::draw(inputTexture);
            gl::popMatrices();
        }
        gl::Texture& resultTexture = resultImage.second;
        if(resultTexture) {
            gl::pushMatrices();
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            float glScale = (float)mouse->getGLScale();
            gl::scale(glScale,glScale);
            gl::translate(ci::Vec2d(mouse->getGLTx(), mouse->getGLTy()));
            gl::draw(resultTexture);
            gl::popMatrices();
        }
    }
    interface->draw();
}
예제 #26
0
void SegmentationApp::initInterface()
{
    interface->clear();
    
    if (guiMode == GUI_MODE::LOAD_IMAGE) {
        interface->addButton( "Open Image", std::bind( &SegmentationApp::openImage, this ) );        
    }
    else if (guiMode == GUI_MODE::LOAD_GROUNDTRUTH) {
        interface->addButton( "Open Ground Truth", std::bind( &SegmentationApp::openGroundTruth, this ) );
        //interface->addButton( "Open Doctor Image", std::bind( &SegmentationApp::openDoctorImage, this ) );
        interface->addSeparator();
        interface->addParam("filter radius", &filterRadius).min(0).max(10).step(1);
        interface->addButton( "Mean Filter", std::bind( &SegmentationApp::meanFilter, this ) );
        interface->addButton( "Median Filter", std::bind( &SegmentationApp::medianFilter, this ) );
        interface->addButton( "Min Filter", std::bind( &SegmentationApp::minFilter, this ) );
        interface->addButton( "Max Filter", std::bind( &SegmentationApp::maxFilter, this ) );
        interface->addSeparator();
        interface->addButton( "Get Hue", std::bind( &SegmentationApp::getHue, this ) );
        interface->addSeparator();
        interface->addParam("hue threshold", &hueThreshold).min(0).max(PI).step(.005).updateFn([this] () {
            thresholdHue(); });;
        interface->addParam("angle", &hueAngle).min(-PI).max(PI).step(.005).updateFn([this] () {
            thresholdHue(); });;
        interface->addButton( "threshold hue", std::bind( &SegmentationApp::thresholdHue, this ) );
        interface->addSeparator();
        interface->addParam("green weight", &greenWeight).min(0).max(5).step(.01).updateFn([this] () {
            experimentalColorDistance(); });;
        interface->addParam("blue weight", &blueWeight).min(0).max(5).step(.01).updateFn([this] () {
            experimentalColorDistance(); });;
        interface->addButton( "experimental threshold", std::bind( &SegmentationApp::experimentalColorDistance, this ) );
        interface->addSeparator();
        interface->addParam("otsus Iterations", &otsusIterations).min(1).max(5).step(1);

        interface->addButton( "otsus red", std::bind( &SegmentationApp::redOtsusThreshold, this ) );
        interface->addButton( "otsus green", std::bind( &SegmentationApp::greenOtsusThreshold, this ) );
        interface->addButton( "otsus blue", std::bind( &SegmentationApp::blueOtsusThreshold, this ) );
        interface->addButton( "otsus gray", std::bind( &SegmentationApp::grayOtsusThreshold, this ) );
        interface->addButton( "otsus best", std::bind( &SegmentationApp::multiImageOtsusThreshold, this ) );
        
        //interface->addButton( "otsus binary mask", std::bind( &SegmentationApp::otsusBinaryMask, this ) );
        //interface->addButton( "otsus color union", std::bind( &SegmentationApp::otsusColorUnion, this ) );
        interface->addSeparator();
        interface->addButton( "erode", std::bind( &SegmentationApp::erode, this ) );
        interface->addButton( "dilate", std::bind( &SegmentationApp::dilate, this ) );
        interface->addSeparator();
        interface->addButton( "get largest component", std::bind( &SegmentationApp::getLargestComponents, this ) );
        interface->addButton( "fill holes", std::bind( &SegmentationApp::fillHoles, this ) );
        interface->addSeparator();
        interface->addButton( "show result", std::bind( &SegmentationApp::showResult, this ) );

        //interface->addButton( "otsus edge intersection", std::bind( &SegmentationApp::otsusEdgeIntersection, this ) );
        //interface->addSeparator();
        //interface->addButton( "color gradient", std::bind( &SegmentationApp::getColorGradient, this ) );
        //interface->addButton( "thin edges", std::bind( &SegmentationApp::edgeThinColorGradient, this ) );
        interface->addSeparator();
        
        interface->addButton( "autoSegment", std::bind( &SegmentationApp::autoSegment, this ) );
        
        interface->addText( "Dice Coeddicient : " + std::to_string(diceCoefficientResult) );
        interface->addSeparator();
        interface->addButton( "Reset", std::bind( &SegmentationApp::reset, this ) );
        interface->addSeparator();
        interface->addButton( "Save Input", std::bind( &SegmentationApp::saveInputImage, this ) );
        interface->addButton( "Save Segmentation", std::bind( &SegmentationApp::saveSegmentedImage, this ) );
        interface->addButton( "Save Result", std::bind( &SegmentationApp::saveResultImage, this ) );
        
    }
    else if (guiMode == GUI_MODE::DO_TRAINING) {
        interface->addParam("filter radius", &filterRadius).min(0).max(10).step(1);
        interface->addButton( "Mean Filter", std::bind( &SegmentationApp::meanFilter, this ) );
        interface->addButton( "Median Filter", std::bind( &SegmentationApp::medianFilter, this ) );
        interface->addButton( "Min Filter", std::bind( &SegmentationApp::minFilter, this ) );
        interface->addButton( "Max Filter", std::bind( &SegmentationApp::maxFilter, this ) );
        interface->addSeparator();
        interface->addButton( "Open Doctor Image", std::bind( &SegmentationApp::openDoctorImage, this ) );
        interface->addSeparator();
        interface->addButton( "Train", std::bind( &SegmentationApp::trainImage, this ) );
    }
    else if (guiMode == GUI_MODE::DO_DOCTOR_TRAINING) {
        
        
        interface->addParam("filter radius", &filterRadius).min(0).max(10).step(1);
        interface->addButton( "Mean Filter", std::bind( &SegmentationApp::meanFilter, this ) );
        interface->addButton( "Median Filter", std::bind( &SegmentationApp::medianFilter, this ) );
        interface->addSeparator();
        interface->addButton( "Doctor Training", std::bind( &SegmentationApp::trainDoctorImage, this ) );
    }
    else if (guiMode == GUI_MODE::THRESHOLD) {
        interface->addButton( "Show Mean Distance", std::bind( &SegmentationApp::getColorDistance, this ) );
        interface->addButton( "Threshold Color", std::bind( &SegmentationApp::thresholdColor, this ) );
        interface->addParam("color distance", &colorThreshold).min(0.f).max(255.f).step(1).updateFn([this] () {
            thresholdColor(); });
        interface->addSeparator();
        interface->addButton( "Threshold Mahalonobis", std::bind( &SegmentationApp::thresholdMahalonobis, this ) );
        interface->addParam("mahalonobis distance", &mahalonobisThreshold).min(0.f).max(255.f).step(1);
    }
    interface->addSeparator();
    
}
void ComponentTemplate::loadGUI(const ci::params::InterfaceGlRef &gui)
{
    gui->addSeparator();
    gui->addText(getName());
}
예제 #28
0
void GpGpuApp::draw()
{
	// We're going to draw new data onto the "ping" FBO,
	// using the "pong" FBO's textures as input
	size_t pong = ( mFboIndex + 1 ) % 2;
	
	// Set up OpenGL for data
	gl::disableDepthRead();
	gl::disableDepthWrite();
	gl::setViewport( mFbo[ mFboIndex ].getBounds() );
	gl::color( ColorAf::white() );
	
	// Draw any new input onto the acceleration texture
	mFbo[ pong ].bindFramebuffer();
	glDrawBuffer( GL_COLOR_ATTACHMENT2 );
	if ( mMouseDown ) {
		Vec2f fboSize	= Vec2f( mFbo[ mFboIndex ].getSize() );
		Vec2f winSize	= Vec2f( app::getWindowSize() );
		
		gl::setMatricesWindow( fboSize, true );
		
		Vec2f brushSize	= Vec2f::one() * mBrushSize * fboSize;
		Vec2f pos		= ( mMouse / winSize );
		pos.y			= 1.0f - pos.y;
		pos				*= fboSize;
		
		mGlslProgGpGpu0->bind();
		mGlslProgGpGpu0->uniform( "color", ColorAf( mMouseVelocity.x, 0.0f, 1.0f - mMouseVelocity.y, 1.0f ) );
		mGlslProgGpGpu0->uniform( "tex", 0 );
		
		gl::enable( GL_TEXTURE_2D );
		mTextureBrush->bind();
		gl::drawSolidRect( Rectf( pos - brushSize, pos + brushSize ) );
		mTextureBrush->unbind();
		gl::disable( GL_TEXTURE_2D );
		
		mGlslProgGpGpu0->unbind();
	}
	mFbo[ pong ].unbindFramebuffer();
	
	// Now let's do an update pass in GLSL
	mFbo[ mFboIndex ].bindFramebuffer();
	gl::setMatricesWindow( mFbo[ mFboIndex ].getSize(), false );
	
	// Bind the "pong" textures to use as input data
	for ( int32_t i = 0; i < 3; ++i ) {
		mFbo[ pong ].bindTexture( i, i );
	}
	
	// Set up shader to read data textures
	mGlslProgGpGpu1->bind();
	mGlslProgGpGpu1->uniform( "offsets",		0 );
	mGlslProgGpGpu1->uniform( "velocities",		1 );
	mGlslProgGpGpu1->uniform( "acceleration",	2 );
	
	// Draw a rect to process data
	glDrawBuffers( 3, kColorAttachments );
	gl::drawSolidRect( mFbo[ pong ].getBounds() );
	
	// Unbind everything
	mFbo[ pong ].unbindTexture();
	mGlslProgGpGpu1->unbind();
	mFbo[ mFboIndex ].unbindFramebuffer();
	
	// Swap FBOs
	mFboIndex = pong;
	
	/////////////////////////////////
	
	// Make sure we have data to work with before we draw geometry
	if ( mFbo[ mFboIndex ] &&
		mFbo[ mFboIndex ].getTexture( 0 ) &&
		mFbo[ mFboIndex ].getTexture( 1 ) ) {
		
		// Set up window for 3D drawing
		gl::clear( Colorf( 0.5f, 0.45f, 0.4f ) );
		gl::setViewport( getWindowBounds() );
		gl::setMatrices( mCamera );
		gl::enableDepthRead();
		gl::enableDepthWrite();
		gl::multModelView( mArcball.getQuat() );
		gl::color( ColorAf::black() );
		
		// Set up shader to render scene
		mGlslProgDraw->bind();
		mGlslProgDraw->uniform( "Ax",			mLightAmbient );
		mGlslProgDraw->uniform( "Ac",			mLightAttenuationConstant );
		mGlslProgDraw->uniform( "Al",			mLightAttenuationLinear );
		mGlslProgDraw->uniform( "Aq",			mLightAttenuationQuadratic );
		mGlslProgDraw->uniform( "Dx",			mLightDiffuse );
		mGlslProgDraw->uniform( "eyePoint",		mEyePoint );
		mGlslProgDraw->uniform( "Ka",			mMaterialAmbient );
		mGlslProgDraw->uniform( "Kd",			mMaterialDiffuse );
		mGlslProgDraw->uniform( "Ke",			mMaterialEmissive );
		mGlslProgDraw->uniform( "Ks",			mMaterialSpecular );
		mGlslProgDraw->uniform( "lightPos",		mLightPosition );
		mGlslProgDraw->uniform( "n",			mLightShine );
		mGlslProgDraw->uniform( "offsets",		0 );
		mGlslProgDraw->uniform( "projection",	mCamera.getProjectionMatrix() );
		mGlslProgDraw->uniform( "size",			Vec2f( mSize ) );
		mGlslProgDraw->uniform( "Sx",			mLightSpecular );
		mGlslProgDraw->uniform( "t",			(float)getElapsedSeconds() );
		
		// Bind textures to use as input data
		for ( int32_t i = 0; i <= 2; ++i ) {
			mFbo[ mFboIndex ].bindTexture( i, i );
		}
		
		// Draw instanced
		drawInstanced( mMesh, mSize.x * mSize.y );
		
		// Finished drawing
		mFbo[ mFboIndex ].unbindTexture();
		mGlslProgDraw->unbind();
		
		// Draw textures so we can see what's going on under the hood
		gl::setMatricesWindow( getWindowSize() );
		gl::disableDepthRead();
		gl::disableDepthWrite();
		gl::color( ColorAf::white() );
		gl::pushMatrices();
		
		float x = 20.0f;
		float y = 440.0f;
		
		float width = 64.0f;
		Area srcArea( Vec2i::zero(), mSize );
		Rectf destRect( x, y, x + width, y + width );
		
		gl::draw( mFbo[ 0 ].getTexture( 0 ), srcArea, destRect );
		destRect.x1 += width;
		destRect.x2 += width;
		gl::draw( mFbo[ 1 ].getTexture( 0 ), srcArea, destRect );
		
		destRect.y1 += width;
		destRect.y2 += width;
		destRect.x1 = x;
		destRect.x2 = x + width;
		gl::draw( mFbo[ 0 ].getTexture( 1 ), srcArea, destRect );
		destRect.x1 += width;
		destRect.x2 += width;
		gl::draw( mFbo[ 1 ].getTexture( 1 ), srcArea, destRect );
		
		destRect.y1 += width;
		destRect.y2 += width;
		destRect.x1 = x;
		destRect.x2 = x + width;
		gl::draw( mFbo[ 0 ].getTexture( 2 ), srcArea, destRect );
		destRect.x1 += width;
		destRect.x2 += width;
		gl::draw( mFbo[ 1 ].getTexture( 2 ), srcArea, destRect );
		gl::popMatrices();
	}
	
	// Draw parameters
	if ( getElapsedFrames() > 1 ) { // This condition prevents a memory leak
		mParams->draw();
	}
}
예제 #29
0
void GpGpuApp::setup()
{
	// Load shaders
	try {
		mGlslProgDraw = gl::GlslProg::create( loadResource( RES_GLSL_DRAW_VERT ), loadResource( RES_GLSL_DRAW_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << ex.what() << "\n";
		quit();
	}
	
	try {
		mGlslProgGpGpu0 = gl::GlslProg::create( loadResource( RES_GLSL_GPGPU_VERT ), loadResource( RES_GLSL_GPGPU0_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << ex.what() << "\n";
		quit();
	}
	
	try {
		mGlslProgGpGpu1 = gl::GlslProg::create( loadResource( RES_GLSL_GPGPU_VERT ), loadResource( RES_GLSL_GPGPU1_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << ex.what() << "\n";
		quit();
	}
	
	// Define all properties
	mArcball					= Arcball( getWindowSize() );
	mBrushSize					= 0.1f;
	mCamera						= CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 1.0f, 100000.0f );
	mEyePoint					= Vec3f( 0.0f, 20.0f, 256.0f );
	mFullScreen					= isFullScreen();
	mFullScreenPrev				= mFullScreen;
	mLightAmbient				= ColorAf::gray( 0.1f );
	mLightAttenuationConstant	= 0.1f;
	mLightAttenuationLinear		= 0.01f;
	mLightAttenuationQuadratic	= 0.001f;
	mLightDiffuse				= ColorAf( 0.9f, 0.3f, 0.667f );
	mLightPosition				= Vec3f( 11.38f, -1.39f, 59.74f );
	mLightSpecular				= ColorAf::white();
	mLightShine					= 1.0f;
	mMaterialAmbient			= 1.0f;
	mMaterialDiffuse			= 1.0f;
	mMaterialEmissive			= 0.0f;
	mMaterialSpecular			= 1.0f;
	mMesh						= gl::VboMesh::create( MeshHelper::createCube() );
	mMouseDown					= false;
	mMouse						= Vec2f::zero();
	mMouseVelocity				= Vec2f::zero();
	mParams						= params::InterfaceGl::create( "Params", Vec2i( 250, 400 ) );
	mSize						= Vec2i( 512, 512 );
	mSizePrev					= Vec2i::zero();
	mTextureBrush				= gl::Texture::create( loadImage( loadResource( RES_PNG_BRUSH ) ) );
	
	// Set up arcball
	mArcball.setRadius( (float)getWindowHeight() * 0.5f );
	
	// Set up parameters
	mParams->addParam( "Frame rate",		&mFrameRate,					"", true );
	mParams->addParam( "Full screen",		&mFullScreen,					"key=f" );
	mParams->addButton( "Quit",				bind( &GpGpuApp::quit, this ),	"key=q" );
	
	mParams->addSeparator( "" );
	mParams->addParam( "Brush size",		&mBrushSize,					"min=0.0 max=1.0 step=0.001" );
	mParams->addParam( "Size X",			&mSize.x,						"min=1 max=1024 step=1" );
	mParams->addParam( "Size Y",			&mSize.y,						"min=1 max=1024 step=1" );
	
	mParams->addSeparator( "" );
	mParams->addParam( "Light ambient",		&mLightAmbient );
	mParams->addParam( "Light att const",	&mLightAttenuationConstant,		"min=0.0 max=1.0 step=0.001" );
	mParams->addParam( "Light att line",	&mLightAttenuationLinear,		"min=0.0 max=1.0 step=0.0001" );
	mParams->addParam( "Light att quad",	&mLightAttenuationQuadratic,	"min=0.0 max=1.0 step=0.00001" );
	mParams->addParam( "Light diffuse",		&mLightDiffuse );
	mParams->addParam( "Light position",	&mLightPosition );
	mParams->addParam( "Light specular",	&mLightSpecular );
	mParams->addParam( "Light shine",		&mLightShine,					"min=0.0 max=100000.0 step=1.0" );
	
	mParams->addSeparator( "" );
	mParams->addParam( "Material ambient",	&mMaterialAmbient,				"min=0.0 max=1.0 step=0.001" );
	mParams->addParam( "Material diffuse",	&mMaterialDiffuse,				"min=0.0 max=1.0 step=0.001" );
	mParams->addParam( "Material emissive",	&mMaterialEmissive,				"min=0.0 max=1.0 step=0.001" );
	mParams->addParam( "Material specular",	&mMaterialSpecular,				"min=0.0 max=1.0 step=0.001" );
}
예제 #30
0
void SpherePrimitive::AddParams(ci::params::InterfaceGlRef _params) {
	Primitive::AddParams(_params);
	_params->addParam(GetName() + "::Center", &mCenter, "group=" + GetName() + " label='Center'");
	_params->addParam(GetName() + "::Radius", &mRadius, "group=" + GetName() + " label='Radius'");
}