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main.cpp
392 lines (318 loc) · 13.5 KB
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main.cpp
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#include <GL/glew.h>
#include <gl/GL.h>
#include <GLFW/glfw3.h>
#include <SOIL/SOIL.h>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <cstdio>
#include <string>
#include <cmath>
#include <cstring>
#include <fstream>
#include <streambuf>
#include "glhelper.hpp"
#include "cvhelper.hpp"
#include "verts.hpp"
#include "shaders.h"
#define STATIC_IMAGES
#define WIDTH 1024
#define HEIGHT 768
float backdrop_vert[] = {
// Position Texture Normal
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // Bottom Right
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Right
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Left
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // Bottom Right
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, // Bottom Left
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Left
};
cv::Mat cameraFrame;
cv::VideoCapture stream1;
#ifdef STATIC_IMAGES
bool updated = true;
#endif
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if(action == GLFW_PRESS ){
if(key == GLFW_KEY_W) {
char filename[] = "out.bmp";
SOIL_save_screenshot
(
filename,
SOIL_SAVE_TYPE_BMP,
0, 0, WIDTH, HEIGHT
);
}
#ifdef STATIC_IMAGES
} else if(key == GLFW_KEY_N) {
// Capture Image
stream1 >> cameraFrame;
if( cameraFrame.empty() ) {
exit(0);
}
updated = true;
#endif
}
}
int main()
{
// --- OpenCV Init ---
//0 is the id of video device. 0 if you have only one camera.
#ifdef STATIC_IMAGES
stream1 = VideoCapture("samples/%02d.jpg");
#else
stream1 = VideoCapture(1);
#endif
if (!stream1.isOpened()) { //check if video device has been initialised
std::cerr << "cannot open camera" << std::endl;
}
// --- GLFW Init ---
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// --- Create window ---
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT,
"OpenGL", nullptr, nullptr); // Windowed
if(window == NULL) return 2;
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
// --- GLEW/GL Init ---
glewExperimental = GL_TRUE;
glewInit();
// --- Application Specific Setup ---
// Create FG Vertex Array
GLuint bd_vao;
glGenVertexArrays(1, &bd_vao);
glBindVertexArray(bd_vao);
// Create FG Vertex Buffer
GLuint bd_vbo;
glGenBuffers(1, &bd_vbo);
glBindBuffer(GL_ARRAY_BUFFER, bd_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(backdrop_vert),
backdrop_vert, GL_STATIC_DRAW);
glBindVertexArray(0);
vector<Vert<float, 8>> obj_vertices;
int obj_lengths[2];
// Create Object Vertex Arrays
GLuint obj_vaos[2];
glGenVertexArrays(sizeof(obj_vaos)/sizeof(GLuint), obj_vaos);
GLuint obj_vbos[2];
glGenBuffers(sizeof(obj_vbos)/sizeof(GLuint), obj_vbos);
// Create Object 0 Vertex Buffer
glBindVertexArray(obj_vaos[0]);
glBindBuffer(GL_ARRAY_BUFFER, obj_vbos[0]);
loadOBJ("bb8.obj", obj_vertices);
glBufferData(GL_ARRAY_BUFFER, obj_vertices.size() * sizeof(Vert<float, 8>),
&obj_vertices[0], GL_STATIC_DRAW);
obj_lengths[0] = obj_vertices.size();
// Read Object 0 texture
int obj_tex_width, obj_tex_height;
unsigned char* obj_texture =
SOIL_load_image("tex.png", &obj_tex_width, &obj_tex_height, 0, SOIL_LOAD_RGB);
obj_vertices.clear();
// Create Object 1 Vertex Buffer
glBindVertexArray(obj_vaos[1]);
glBindBuffer(GL_ARRAY_BUFFER, obj_vbos[1]);
int obj_length;
loadOBJ("h2g2coin.obj", obj_vertices);
glBufferData(GL_ARRAY_BUFFER, obj_vertices.size() * sizeof(Vert<float, 8>),
&obj_vertices[0], GL_STATIC_DRAW);
obj_lengths[1] = obj_vertices.size();
// Make Object 0 shader program.
GLuint lightingShaderProgram;
makeShader(SHADER_VERT3D, SHADER_FRAG_LIGHTING, lightingShaderProgram);
glBindVertexArray(obj_vaos[0]);
glBindBuffer(GL_ARRAY_BUFFER, obj_vbos[0]);
GLint pvpAttrib = glGetAttribLocation(lightingShaderProgram, "position");
glEnableVertexAttribArray(pvpAttrib);
glVertexAttribPointer(pvpAttrib, 3, GL_FLOAT, GL_FALSE,
8*sizeof(float), 0);
GLint pvcAttrib = glGetAttribLocation(lightingShaderProgram, "texcoord");
glEnableVertexAttribArray(pvcAttrib);
glVertexAttribPointer(pvcAttrib, 2, GL_FLOAT, GL_FALSE,
8*sizeof(float), (void*)(3*sizeof(float)));
GLint pvnAttrib = glGetAttribLocation(lightingShaderProgram, "normal");
glEnableVertexAttribArray(pvnAttrib);
glVertexAttribPointer(pvnAttrib, 3, GL_FLOAT, GL_FALSE,
8*sizeof(float), (void*)(5*sizeof(float)));
// Make Object 1 shader program.
glBindVertexArray(obj_vaos[1]);
glBindBuffer(GL_ARRAY_BUFFER, obj_vbos[1]);
glEnableVertexAttribArray(pvpAttrib);
glVertexAttribPointer(pvpAttrib, 3, GL_FLOAT, GL_FALSE,
8*sizeof(float), 0);
glEnableVertexAttribArray(pvcAttrib);
glVertexAttribPointer(pvcAttrib, 2, GL_FLOAT, GL_FALSE,
8*sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(pvnAttrib);
glVertexAttribPointer(pvnAttrib, 3, GL_FLOAT, GL_FALSE,
8*sizeof(float), (void*)(5*sizeof(float)));
// Make simple shader program.
GLuint blankShaderProgram;
makeShader(SHADER_VERT3D, SHADER_FRAG_SIMPLE, blankShaderProgram);
glBindVertexArray(bd_vao);
glBindBuffer(GL_ARRAY_BUFFER, bd_vbo);
GLint bvpAttrib = glGetAttribLocation(blankShaderProgram, "position");
glEnableVertexAttribArray(bvpAttrib);
glVertexAttribPointer(bvpAttrib, 3, GL_FLOAT, GL_FALSE,
8*sizeof(float), 0);
GLint bvtAttrib = glGetAttribLocation(blankShaderProgram, "texcoord");
glEnableVertexAttribArray(bvtAttrib);
glVertexAttribPointer(bvtAttrib, 2, GL_FLOAT, GL_FALSE,
8*sizeof(float), (void*)(3*sizeof(float)));
GLint bvnAttrib = glGetAttribLocation(blankShaderProgram, "normal");
glEnableVertexAttribArray(bvnAttrib);
glVertexAttribPointer(bvnAttrib, 3, GL_FLOAT, GL_FALSE,
8*sizeof(float), (void*)(5*sizeof(float)));
// Setup view
glm::vec3 lighting = glm::vec3( 0.5f, 2.0f, 2.0f);
glm::mat4 view = glm::lookAt(
glm::vec3( 0.5f, 2.0f, 0.5f),
glm::vec3( 0.5f, 0.0f, 0.5f),
glm::vec3( 0.0f, 0.0f, 1.0f)
);
glm::mat4 proj =
glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 1.0f, 10.0f);
glm::mat4 model = glm::mat4();
glUniform3fv(glGetUniformLocation(lightingShaderProgram, "lighting"),
1, glm::value_ptr(lighting));
glUniformMatrix4fv(glGetUniformLocation(lightingShaderProgram, "view"),
1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(lightingShaderProgram, "proj" ),
1, GL_FALSE, glm::value_ptr(proj));
glUniformMatrix4fv(glGetUniformLocation(lightingShaderProgram, "model"),
1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "view" ),
1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "proj" ),
1, GL_FALSE, glm::value_ptr(proj));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "model"),
1, GL_FALSE, glm::value_ptr(model));
// Create texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
int frame_num = 0;
// Capture Image
stream1 >> cameraFrame;
if( cameraFrame.empty() ) exit(-1);
// --- Main Loop ---
while(!glfwWindowShouldClose(window))
{
// Check for Keypress
glfwPollEvents();
#ifndef STATIC_IMAGES
// Capture Image
stream1 >> cameraFrame;
if( cameraFrame.empty() ) break;
#else
if(!updated) continue;
updated = false;
#endif
// Reset
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Move camera
//GLfloat radius = 2.0f;
//GLfloat camX = sin(glfwGetTime()) * radius;
//GLfloat camY = cos(glfwGetTime()) * radius;
//view = glm::lookAt(glm::vec3(camX,camY,1.5f),
// glm::vec3(0.0f, 0.0f, 0.0f),
// glm::vec3(0.0f, 0.0f, 1.0f));
// Clone Image
cv::Mat processedFrame = cameraFrame.clone();
vector<vector<float>> poses;
// Find objects and estimate poses.
findObjects(processedFrame, poses);
cerr << frame_num <<"--------" << endl;
for(int i = 0; i < poses.size(); i++) {
cerr << i << "-" << poses[i][0] << ":" << poses[i][1] << ", \t" << poses[i][2] << endl;
cerr << " " << poses[i][3] << ", \t" << poses[i][4] << endl;
}
// Draw Baseboard
model = glm::mat4();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
processedFrame.cols, processedFrame.rows, 0, GL_BGR,
GL_UNSIGNED_BYTE, processedFrame.data);
glGenerateMipmap(GL_TEXTURE_2D);
glUseProgram(blankShaderProgram);
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "view"),
1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "proj"),
1, GL_FALSE, glm::value_ptr(proj));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "model"),
1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(bd_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Draw Backboard
model = glm::rotate(
model,
glm::radians(90.0f),
glm::vec3(1.0f, 0.0f, 0.0f)
);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
cameraFrame.cols, cameraFrame.rows, 0, GL_BGR,
GL_UNSIGNED_BYTE, cameraFrame.data);
glGenerateMipmap(GL_TEXTURE_2D);
glUseProgram(blankShaderProgram);
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "view"),
1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "proj"),
1, GL_FALSE, glm::value_ptr(proj));
glUniformMatrix4fv(glGetUniformLocation(blankShaderProgram, "model"),
1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(bd_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Draw Objects
for(int i = 0; i < poses.size(); i++) {
model = glm::mat4();
model = glm::translate(model, glm::vec3(poses[i][1], poses[i][2], 0.0f));
model = glm::rotate(model, poses[i][3], glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::scale(model, glm::vec3(poses[i][4]));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
obj_tex_width, obj_tex_height, 0, GL_RGB,
GL_UNSIGNED_BYTE, obj_texture);
glGenerateMipmap(GL_TEXTURE_2D);
glUseProgram(lightingShaderProgram);
glUniform3fv(glGetUniformLocation(lightingShaderProgram, "lighting"),
1, glm::value_ptr(lighting));
glUniformMatrix4fv(glGetUniformLocation(lightingShaderProgram, "view"),
1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(lightingShaderProgram, "proj"),
1, GL_FALSE, glm::value_ptr(proj));
glUniformMatrix4fv(glGetUniformLocation(lightingShaderProgram, "model"),
1, GL_FALSE, glm::value_ptr(model));
int obj_num = poses[i][0];
if(obj_num == 2) continue;
glBindVertexArray(obj_vaos[obj_num]);
glDrawArrays(GL_TRIANGLES, 0, obj_lengths[obj_num]);
glBindVertexArray(0);
}
//Display
glfwSwapBuffers(window);
frame_num++;
}
// --- Cleanup/Shutdown ---
glDeleteProgram(lightingShaderProgram);
glDeleteProgram(blankShaderProgram);
glDeleteBuffers(sizeof(obj_vbos)/sizeof(GLuint), obj_vbos);
glDeleteBuffers(1, &bd_vbo);
glDeleteVertexArrays(sizeof(obj_vaos)/sizeof(GLuint), obj_vaos);
glDeleteVertexArrays(1, &bd_vao);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}