void Viewer::render(const WorldModel& wm) { // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - if (!cam_initialized_) { if (!wm.points().empty() || !wm.vertices().empty()) { geo::Vec3 p_total(0, 0, 0); for(unsigned int i = 0; i < wm.points().size(); ++i) p_total += wm.points()[i]; for(unsigned int i = 0; i < wm.vertices().size(); ++i) p_total += wm.vertices()[i]; cam_control_.cam_lookat = p_total / (wm.points().size() + wm.vertices().size()); cam_initialized_ = true; } else { cam_control_.cam_lookat = geo::Vec3(0, 0, 0); } cam_control_.cam_dist = 5; cam_control_.cam_pitch = 0.7; cam_control_.cam_yaw = 3.1415; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Calculate camera pose cam_control_.cam_pose.t = geo::Vector3(cos(cam_control_.cam_yaw), sin(cam_control_.cam_yaw), 0) * cos(cam_control_.cam_pitch) * cam_control_.cam_dist; cam_control_.cam_pose.t.z = sin(cam_control_.cam_pitch) * cam_control_.cam_dist; cam_control_.cam_pose.t += cam_control_.cam_lookat; geo::Vec3 rz = -(cam_control_.cam_lookat - cam_control_.cam_pose.t).normalized(); geo::Vec3 rx = geo::Vector3(0, 0, 1).cross(rz).normalized(); geo::Vec3 ry = rz.cross(rx).normalized(); cam_control_.cam_pose.R = geo::Mat3(rx.x, ry.x, rz.x, rx.y, ry.y, rz.y, rx.z, ry.z, rz.z); // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - canvas_.setTo(cv::Vec3b(20, 20, 20)); cv::Mat depth_image(canvas_.rows, canvas_.cols, CV_32FC1, 0.0); LightingRenderer res(depth_image, canvas_, cam_control_.cam_pose); mwm::render::renderDepth(wm, P_, cam_control_.cam_pose, res); // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - geo::Pose3D sensor_pose_inv = cam_control_.cam_pose.inverse(); for(unsigned int i = 0; i < wm.points().size(); ++i) { const geo::Vec3& p = wm.points()[i]; const cv::Vec3b& color = wm.point_colors()[i]; geo::Vec3 p_sensor = sensor_pose_inv * p; geo::Vec2i p_2d = P_.project3Dto2D(p_sensor); double z = -p_sensor.z; // if (z < 0) // continue; if (p_2d.x < 0 || p_2d.y < 0 || p_2d.x >= canvas_.cols || p_2d.y >= canvas_.rows) continue; float& d = depth_image.at<float>(p_2d.y, p_2d.x); if (d == 0 || z < d) { d = z; canvas_.at<cv::Vec3b>(p_2d.y, p_2d.x) = color; // cv::circle(canvas_, cv::Point(p_2d.x, p_2d.y), 3, cv::Scalar(color[0], color[1], color[2]), CV_FILLED); } } // unsigned int size = canvas_.rows * canvas_.cols; // for(unsigned int i = 0; i < size; ++i) // { // float d = depth_image.at<float>(i); // if (d == 0) // canvas_.at<cv::Vec3b>(i) = cv::Vec3b(20, 20, 20); // else // canvas_.at<cv::Vec3b>(i) = (d / 10) * cv::Vec3b(255, 255, 255); // } }
void renderDepth(const WorldModel& wm, const ProjectionMatrix& P, const geo::Pose3D& sensor_pose, Result& res) { // Parameters double near_clip_z = -0.1; // - - - - - - - - - - - - - - - - - - - - - - - - - - - - const std::vector<Triangle>& triangles = wm.triangles(); const std::vector<geo::Vec3>& vertices = wm.vertices(); // transform points std::vector<geo::Vec3> vertices_t(vertices.size()); std::vector<geo::Vec2i> vertices_proj(vertices.size()); geo::Pose3D sensor_pose_inv = sensor_pose.inverse(); for(unsigned int i = 0; i < vertices.size(); ++i) { vertices_t[i] = sensor_pose_inv * vertices[i]; vertices_proj[i] = P.project3Dto2D(vertices_t[i]); } for(const auto& t : triangles) { const geo::Vec3& p1_3d = vertices_t[t.i1]; const geo::Vec3& p2_3d = vertices_t[t.i2]; const geo::Vec3& p3_3d = vertices_t[t.i3]; res.triangleHook(t, p1_3d, p2_3d, p3_3d); int n_verts_in = 0; bool v1_in = false; bool v2_in = false; bool v3_in = false; const geo::Vec3* vIn[3]; if (p1_3d.z < near_clip_z) { ++n_verts_in; v1_in = true; } if (p2_3d.z < near_clip_z) { ++n_verts_in; v2_in = true; } if (p3_3d.z < near_clip_z) { ++n_verts_in; v3_in = true; } if (n_verts_in == 1) { if (v1_in) { vIn[0] = &(p1_3d); vIn[1] = &(p2_3d); vIn[2] = &(p3_3d); } if (v2_in) { vIn[0] = &(p2_3d); vIn[1] = &(p3_3d); vIn[2] = &(p1_3d); } if (v3_in) { vIn[0] = &(p3_3d); vIn[1] = &(p1_3d); vIn[2] = &(p2_3d); } //Parametric line stuff // p = v0 + v01*t geo::Vec3 v01 = *vIn[1] - *vIn[0]; float t1 = ((near_clip_z - (*vIn[0]).z) / v01.z ); geo::Vec3 new2(vIn[0]->x + v01.x * t1, vIn[0]->y + v01.y * t1, near_clip_z); // Second vert point geo::Vec3 v02 = *vIn[2] - *vIn[0]; float t2 = ((near_clip_z - (*vIn[0]).z) / v02.z); geo::Vec3 new3(vIn[0]->x + v02.x * t2, vIn[0]->y + v02.y * t2, near_clip_z); drawTriangle(*vIn[0], new2, new3, P, res); } else if (n_verts_in == 2) { if (!v1_in) { vIn[0]=&(p2_3d); vIn[1]=&(p3_3d); vIn[2]=&(p1_3d); } if (!v2_in) { vIn[0]=&(p3_3d); vIn[1]=&(p1_3d); vIn[2]=&(p2_3d); } if (!v3_in) { vIn[0]=&(p1_3d); vIn[1]=&(p2_3d); vIn[2]=&(p3_3d); } //Parametric line stuff // p = v0 + v01*t geo::Vec3 v01 = *vIn[2] - *vIn[0]; float t1 = ((near_clip_z - (*vIn[0]).z)/v01.z ); geo::Vec3 new2((*vIn[0]).x + v01.x * t1,(*vIn[0]).y + v01.y * t1, near_clip_z); // Second point geo::Vec3 v02 = *vIn[2] - *vIn[1]; float t2 = ((near_clip_z - (*vIn[1]).z)/v02.z); geo::Vec3 new3((*vIn[1]).x + v02.x * t2, (*vIn[1]).y + v02.y * t2, near_clip_z); drawTriangle(*vIn[0], *vIn[1], new2, P, res); drawTriangle(new2, *vIn[1], new3, P, res); } else if (n_verts_in == 3) { const geo::Vec2i& p1_2d = vertices_proj[t.i1]; const geo::Vec2i& p2_2d = vertices_proj[t.i2]; const geo::Vec2i& p3_2d = vertices_proj[t.i3]; drawTriangle2D(geo::Vec3f(p1_2d.x, p1_2d.y, 1.0f / -p1_3d.z), geo::Vec3f(p2_2d.x, p2_2d.y, 1.0f / -p2_3d.z), geo::Vec3f(p3_2d.x, p3_2d.y, 1.0f / -p3_3d.z), res); } } }