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@ -21,12 +21,14 @@ constexpr bool OFFSCREEN = false; |
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constexpr const char* OUTPUT_FILENAME = "video-demo.mkv"; |
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constexpr const char* OUTPUT_FILENAME = "video-demo.mkv"; |
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constexpr unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT)); |
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constexpr unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT)); |
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constexpr int GLOW_KERNEL_SIZE = std::max(int(DIAG / 138 % 2 == 0 ? DIAG / 138 + 1 : DIAG / 138), 1); |
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constexpr int GLOW_KERNEL_SIZE = std::max(int(DIAG / 138 % 2 == 0 ? DIAG / 138 + 1 : DIAG / 138), |
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1); |
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using std::cerr; |
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using std::cerr; |
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using std::endl; |
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using std::endl; |
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static cv::Ptr<cv::viz::V4D> v4d = cv::viz::V4D::make(cv::Size(WIDTH, HEIGHT), cv::Size(WIDTH, HEIGHT), OFFSCREEN, "Video Demo"); |
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static cv::Ptr<cv::viz::V4D> v4d = cv::viz::V4D::make(cv::Size(WIDTH, HEIGHT), |
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cv::Size(WIDTH, HEIGHT), OFFSCREEN, "Video Demo"); |
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GLuint vbo_cube_vertices, vbo_cube_colors; |
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GLuint vbo_cube_vertices, vbo_cube_colors; |
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GLuint ibo_cube_elements; |
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GLuint ibo_cube_elements; |
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@ -36,36 +38,33 @@ GLint uniform_mvp; |
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GLuint init_shader(const char* vShader, const char* fShader, const char* outputAttributeName) { |
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GLuint init_shader(const char* vShader, const char* fShader, const char* outputAttributeName) { |
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struct Shader { |
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struct Shader { |
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GLenum type; |
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GLenum type; |
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const char* source; |
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const char* source; |
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} shaders[2] = { |
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} shaders[2] = { { GL_VERTEX_SHADER, vShader }, { GL_FRAGMENT_SHADER, fShader } }; |
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{ GL_VERTEX_SHADER, vShader }, |
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{ GL_FRAGMENT_SHADER, fShader } |
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}; |
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GLuint program = glCreateProgram(); |
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GLuint program = glCreateProgram(); |
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for ( int i = 0; i < 2; ++i ) { |
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for (int i = 0; i < 2; ++i) { |
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Shader& s = shaders[i]; |
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Shader& s = shaders[i]; |
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GLuint shader = glCreateShader( s.type ); |
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GLuint shader = glCreateShader(s.type); |
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glShaderSource( shader, 1, (const GLchar**) &s.source, NULL ); |
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glShaderSource(shader, 1, (const GLchar**) &s.source, NULL); |
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glCompileShader( shader ); |
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glCompileShader(shader); |
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GLint compiled; |
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GLint compiled; |
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glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled ); |
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
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if ( !compiled ) { |
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if (!compiled) { |
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std::cerr << " failed to compile:" << std::endl; |
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std::cerr << " failed to compile:" << std::endl; |
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GLint logSize; |
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GLint logSize; |
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glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize ); |
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize); |
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char* logMsg = new char[logSize]; |
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char* logMsg = new char[logSize]; |
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glGetShaderInfoLog( shader, logSize, NULL, logMsg ); |
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glGetShaderInfoLog(shader, logSize, NULL, logMsg); |
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std::cerr << logMsg << std::endl; |
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std::cerr << logMsg << std::endl; |
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delete [] logMsg; |
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delete[] logMsg; |
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exit( EXIT_FAILURE ); |
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exit (EXIT_FAILURE); |
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} |
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} |
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glAttachShader( program, shader ); |
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glAttachShader(program, shader); |
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} |
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} |
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#ifndef OPENCV_V4D_ES_VERSION |
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#ifndef OPENCV_V4D_ES_VERSION |
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/* Link output */ |
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/* Link output */ |
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@ -74,18 +73,18 @@ GLuint init_shader(const char* vShader, const char* fShader, const char* outputA |
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/* link and error check */ |
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/* link and error check */ |
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glLinkProgram(program); |
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glLinkProgram(program); |
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GLint linked; |
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GLint linked; |
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glGetProgramiv( program, GL_LINK_STATUS, &linked ); |
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glGetProgramiv(program, GL_LINK_STATUS, &linked); |
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if ( !linked ) { |
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if (!linked) { |
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std::cerr << "Shader program failed to link" << std::endl; |
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std::cerr << "Shader program failed to link" << std::endl; |
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GLint logSize; |
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GLint logSize; |
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glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize); |
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize); |
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char* logMsg = new char[logSize]; |
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char* logMsg = new char[logSize]; |
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glGetProgramInfoLog( program, logSize, NULL, logMsg ); |
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glGetProgramInfoLog(program, logSize, NULL, logMsg); |
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std::cerr << logMsg << std::endl; |
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std::cerr << logMsg << std::endl; |
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delete [] logMsg; |
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delete[] logMsg; |
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exit( EXIT_FAILURE ); |
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exit (EXIT_FAILURE); |
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} |
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} |
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/* use program object */ |
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/* use program object */ |
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@ -95,14 +94,16 @@ GLuint init_shader(const char* vShader, const char* fShader, const char* outputA |
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} |
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} |
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//mandelbrot shader code adapted from my own project: https://github.com/kallaballa/FractalDive#after
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//mandelbrot shader code adapted from my own project: https://github.com/kallaballa/FractalDive#after
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void load_shader(){ |
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void load_shader() { |
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#ifndef OPENCV_V4D_ES_VERSION |
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#ifndef OPENCV_V4D_ES_VERSION |
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const string shaderVersion = "330"; |
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const string shaderVersion = "330"; |
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#else |
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#else |
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const string shaderVersion = "300 es"; |
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const string shaderVersion = "300 es"; |
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#endif |
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#endif |
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const string vert = " #version " + shaderVersion + R"( |
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const string vert = |
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" #version " + shaderVersion |
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+ R"( |
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attribute vec3 coord3d; |
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attribute vec3 coord3d; |
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attribute vec3 v_color; |
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attribute vec3 v_color; |
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uniform mat4 mvp; |
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uniform mat4 mvp; |
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@ -114,7 +115,9 @@ void load_shader(){ |
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} |
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} |
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)"; |
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)"; |
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const string frag = " #version " + shaderVersion + R"( |
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const string frag = |
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" #version " + shaderVersion |
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+ R"( |
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varying vec3 f_color; |
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varying vec3 f_color; |
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void main(void) { |
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void main(void) { |
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@ -128,94 +131,73 @@ void load_shader(){ |
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cerr << "##### Fragment Shader #####" << endl; |
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cerr << "##### Fragment Shader #####" << endl; |
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cerr << frag << endl; |
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cerr << frag << endl; |
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program = init_shader(vert.c_str(), frag.c_str(), "fragColor"); |
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program = init_shader(vert.c_str(), frag.c_str(), "fragColor"); |
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} |
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} |
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int init_resources() |
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{ |
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int init_resources() { |
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GLfloat cube_vertices[] = { |
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GLfloat cube_vertices[] = { |
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// front
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// front
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-1.0, -1.0, 1.0, |
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-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, |
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1.0, -1.0, 1.0, |
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// back
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1.0, 1.0, 1.0, |
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-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, }; |
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-1.0, 1.0, 1.0, |
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glGenBuffers(1, &vbo_cube_vertices); |
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// back
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); |
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-1.0, -1.0, -1.0, |
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); |
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1.0, -1.0, -1.0, |
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1.0, 1.0, -1.0, |
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GLfloat cube_colors[] = { |
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-1.0, 1.0, -1.0, |
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}; |
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glGenBuffers(1, &vbo_cube_vertices); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); |
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GLfloat cube_colors[] = { |
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// front colors
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// front colors
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1.0, 0.0, 0.0, |
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1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, |
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0.0, 1.0, 0.0, |
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// back colors
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0.0, 0.0, 1.0, |
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1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, }; |
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1.0, 1.0, 1.0, |
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glGenBuffers(1, &vbo_cube_colors); |
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// back colors
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); |
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1.0, 0.0, 0.0, |
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_colors), cube_colors, GL_STATIC_DRAW); |
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0.0, 1.0, 0.0, |
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0.0, 0.0, 1.0, |
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GLushort cube_elements[] = { |
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1.0, 1.0, 1.0, |
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}; |
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glGenBuffers(1, &vbo_cube_colors); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_colors), cube_colors, GL_STATIC_DRAW); |
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GLushort cube_elements[] = { |
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// front
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// front
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0, 1, 2, |
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0, 1, 2, 2, 3, 0, |
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2, 3, 0, |
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// top
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// top
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1, 5, 6, 6, 2, 1, |
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1, 5, 6, |
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// back
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6, 2, 1, |
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7, 6, 5, 5, 4, 7, |
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// back
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// bottom
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7, 6, 5, |
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4, 0, 3, 3, 7, 4, |
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5, 4, 7, |
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// left
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// bottom
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4, 5, 1, 1, 0, 4, |
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4, 0, 3, |
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// right
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3, 7, 4, |
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3, 2, 6, 6, 7, 3, }; |
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// left
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glGenBuffers(1, &ibo_cube_elements); |
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4, 5, 1, |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); |
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1, 0, 4, |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW); |
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// right
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3, 2, 6, |
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GLint link_ok = GL_FALSE; |
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6, 7, 3, |
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}; |
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GLuint vs, fs; |
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glGenBuffers(1, &ibo_cube_elements); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); |
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load_shader(); |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW); |
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const char* attribute_name; |
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GLint link_ok = GL_FALSE; |
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attribute_name = "coord3d"; |
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attribute_coord3d = glGetAttribLocation(program, attribute_name); |
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GLuint vs, fs; |
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if (attribute_coord3d == -1) { |
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fprintf(stderr, "Could not bind attribute %s\n", attribute_name); |
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load_shader(); |
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return 0; |
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} |
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const char* attribute_name; |
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attribute_name = "v_color"; |
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attribute_name = "coord3d"; |
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attribute_v_color = glGetAttribLocation(program, attribute_name); |
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attribute_coord3d = glGetAttribLocation(program, attribute_name); |
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if (attribute_v_color == -1) { |
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if (attribute_coord3d == -1) { |
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fprintf(stderr, "Could not bind attribute %s\n", attribute_name); |
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fprintf(stderr, "Could not bind attribute %s\n", attribute_name); |
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return 0; |
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return 0; |
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} |
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} |
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const char* uniform_name; |
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attribute_name = "v_color"; |
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uniform_name = "mvp"; |
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attribute_v_color = glGetAttribLocation(program, attribute_name); |
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uniform_mvp = glGetUniformLocation(program, uniform_name); |
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if (attribute_v_color == -1) { |
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if (uniform_mvp == -1) { |
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fprintf(stderr, "Could not bind attribute %s\n", attribute_name); |
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fprintf(stderr, "Could not bind uniform %s\n", uniform_name); |
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return 0; |
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return 0; |
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} |
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} |
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const char* uniform_name; |
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uniform_name = "mvp"; |
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uniform_mvp = glGetUniformLocation(program, uniform_name); |
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if (uniform_mvp == -1) { |
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fprintf(stderr, "Could not bind uniform %s\n", uniform_name); |
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return 0; |
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} |
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return 1; |
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return 1; |
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} |
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} |
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void init_scene(const cv::Size& sz) { |
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void init_scene(const cv::Size& sz) { |
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@ -232,12 +214,13 @@ void render_scene(const cv::Size& sz) { |
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glm::mat4 anim = glm::rotate(glm::mat4(1.0f), glm::radians(angle), axis_y); |
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glm::mat4 anim = glm::rotate(glm::mat4(1.0f), glm::radians(angle), axis_y); |
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glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); |
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glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); |
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glm::mat4 view = glm::lookAt(glm::vec3(0.0, 2.0, 0.0), glm::vec3(0.0, 0.0, -4.0), glm::vec3(0.0, 1.0, 0.0)); |
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glm::mat4 view = glm::lookAt(glm::vec3(0.0, 2.0, 0.0), glm::vec3(0.0, 0.0, -4.0), |
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glm::mat4 projection = glm::perspective(45.0f, 1.0f*WIDTH/HEIGHT, 0.1f, 10.0f); |
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glm::vec3(0.0, 1.0, 0.0)); |
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glm::mat4 projection = glm::perspective(45.0f, 1.0f * WIDTH / HEIGHT, 0.1f, 10.0f); |
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glm::mat4 mvp = projection * view * model * anim; |
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glm::mat4 mvp = projection * view * model * anim; |
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glClear(GL_DEPTH_BUFFER_BIT); |
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glClear (GL_DEPTH_BUFFER_BIT); |
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glUseProgram(program); |
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glUseProgram(program); |
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glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); |
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glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); |
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@ -245,36 +228,35 @@ void render_scene(const cv::Size& sz) { |
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glEnableVertexAttribArray(attribute_coord3d); |
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glEnableVertexAttribArray(attribute_coord3d); |
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// Describe our vertices array to OpenGL (it can't guess its format automatically)
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// Describe our vertices array to OpenGL (it can't guess its format automatically)
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); |
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glVertexAttribPointer( |
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glVertexAttribPointer(attribute_coord3d, // attribute
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attribute_coord3d, // attribute
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3, // number of elements per vertex, here (x,y,z)
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3, // number of elements per vertex, here (x,y,z)
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GL_FLOAT, // the type of each element
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GL_FLOAT, // the type of each element
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GL_FALSE, // take our values as-is
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GL_FALSE, // take our values as-is
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0, // no extra data between each position
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0, // no extra data between each position
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0 // offset of first element
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0 // offset of first element
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); |
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); |
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glEnableVertexAttribArray(attribute_v_color); |
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glEnableVertexAttribArray(attribute_v_color); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); |
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glVertexAttribPointer( |
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glVertexAttribPointer(attribute_v_color, // attribute
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attribute_v_color, // attribute
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3, // number of elements per vertex, here (R,G,B)
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3, // number of elements per vertex, here (R,G,B)
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GL_FLOAT, // the type of each element
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GL_FLOAT, // the type of each element
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GL_FALSE, // take our values as-is
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GL_FALSE, // take our values as-is
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0, // no extra data between each position
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0, // no extra data between each position
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0 // offset of first element
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0 // offset of first element
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); |
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); |
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/* Push each element in buffer_vertices to the vertex shader */ |
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/* Push each element in buffer_vertices to the vertex shader */ |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); |
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int size; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); |
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int size; |
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glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); |
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glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); |
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glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0); |
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glDisableVertexAttribArray(attribute_coord3d); |
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glDisableVertexAttribArray(attribute_coord3d); |
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glDisableVertexAttribArray(attribute_v_color); |
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glDisableVertexAttribArray(attribute_v_color); |
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} |
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} |
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void glow_effect(const cv::UMat &src, cv::UMat &dst, const int ksize) { |
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void glow_effect(const cv::UMat& src, cv::UMat& dst, const int ksize) { |
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static cv::UMat resize; |
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static cv::UMat resize; |
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static cv::UMat blur; |
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static cv::UMat blur; |
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static cv::UMat dst16; |
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static cv::UMat dst16; |
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@ -284,7 +266,8 @@ void glow_effect(const cv::UMat &src, cv::UMat &dst, const int ksize) { |
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//Resize for some extra performance
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//Resize for some extra performance
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cv::resize(dst, resize, cv::Size(), 0.5, 0.5); |
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cv::resize(dst, resize, cv::Size(), 0.5, 0.5); |
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//Cheap blur
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//Cheap blur
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cv::boxFilter(resize, resize, -1, cv::Size(ksize, ksize), cv::Point(-1,-1), true, cv::BORDER_REPLICATE); |
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cv::boxFilter(resize, resize, -1, cv::Size(ksize, ksize), cv::Point(-1, -1), true, |
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cv::BORDER_REPLICATE); |
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//Back to original size
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//Back to original size
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cv::resize(resize, blur, src.size()); |
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cv::resize(resize, blur, src.size()); |
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@ -299,7 +282,7 @@ void glow_effect(const cv::UMat &src, cv::UMat &dst, const int ksize) { |
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bool iteration() { |
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bool iteration() { |
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using namespace cv::viz; |
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using namespace cv::viz; |
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if(!v4d->capture()) |
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if (!v4d->capture()) |
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return false; |
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return false; |
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//Render using OpenGL
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//Render using OpenGL
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@ -322,23 +305,24 @@ bool iteration() { |
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return true; |
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return true; |
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} |
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} |
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int main(int argc, char **argv) { |
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int main(int argc, char** argv) { |
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using namespace cv::viz; |
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using namespace cv::viz; |
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if(argc != 2) { |
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if (argc != 2) { |
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cerr << "Usage: video-demo <video-file>" << endl; |
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cerr << "Usage: video-demo <video-file>" << endl; |
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exit(1); |
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exit(1); |
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} |
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} |
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printSystemInfo(); |
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printSystemInfo(); |
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if(!v4d->isOffscreen()) |
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if (!v4d->isOffscreen()) |
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v4d->setVisible(true); |
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v4d->setVisible(true); |
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Source src = makeCaptureSource(argv[1]); |
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Source src = makeCaptureSource(argv[1]); |
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v4d->setSource(src); |
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v4d->setSource(src); |
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Sink sink = makeWriterSink(OUTPUT_FILENAME, cv::VideoWriter::fourcc('V', 'P', '9', '0'), src.fps(), cv::Size(WIDTH, HEIGHT)); |
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Sink sink = makeWriterSink(OUTPUT_FILENAME, cv::VideoWriter::fourcc('V', 'P', '9', '0'), |
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src.fps(), cv::Size(WIDTH, HEIGHT)); |
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v4d->setSink(sink); |
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v4d->setSink(sink); |
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v4d->gl(init_scene); |
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v4d->gl(init_scene); |
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