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258 lines
7.7 KiB
258 lines
7.7 KiB
// This file is part of OpenCV project. |
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// It is subject to the license terms in the LICENSE file found in the top-level directory |
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// of this distribution and at http://opencv.org/license.html. |
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// Copyright Amir Hassan (kallaballa) <amir@viel-zu.org> |
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#include <opencv2/v4d/v4d.hpp> |
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//adapted from https://gitlab.com/wikibooks-opengl/modern-tutorials/-/blob/master/tut05_cube/cube.cpp |
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/* Demo Parameters */ |
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#ifndef __EMSCRIPTEN__ |
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constexpr long unsigned int WIDTH = 1280; |
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constexpr long unsigned int HEIGHT = 720; |
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#else |
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constexpr size_t NUMBER_OF_CUBES = 5; |
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constexpr long unsigned int WIDTH = 960; |
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constexpr long unsigned int HEIGHT = 960; |
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#endif |
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constexpr bool OFFSCREEN = false; |
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#ifndef __EMSCRIPTEN__ |
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constexpr double FPS = 60; |
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constexpr const char* OUTPUT_FILENAME = "many_cubes-demo.mkv"; |
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#endif |
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const unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT)); |
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const int glow_kernel_size = std::max(int(DIAG / 138 % 2 == 0 ? DIAG / 138 + 1 : DIAG / 138), 1); |
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using std::cerr; |
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using std::endl; |
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/* OpenGL constants and variables */ |
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const GLuint triangles = 12; |
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const GLuint vertices_index = 0; |
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const GLuint colors_index = 1; |
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//Cube vertices, colors and indices |
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const float vertices[] = { |
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// Front face |
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0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, |
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// Back face |
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0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5 |
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}; |
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const float vertex_colors[] = { |
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1.0, 0.4, 0.6, 1.0, 0.9, 0.2, 0.7, 0.3, 0.8, 0.5, 0.3, 1.0, |
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0.2, 0.6, 1.0, 0.6, 1.0, 0.4, 0.6, 0.8, 0.8, 0.4, 0.8, 0.8 |
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}; |
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const unsigned short triangle_indices[] = { |
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// Front |
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0, 1, 2, 2, 3, 0, |
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// Right |
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0, 3, 7, 7, 4, 0, |
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// Bottom |
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2, 6, 7, 7, 3, 2, |
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// Left |
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1, 5, 6, 6, 2, 1, |
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// Back |
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4, 7, 6, 6, 5, 4, |
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// Top |
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5, 1, 0, 0, 4, 5 |
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}; |
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//Simple transform & pass-through shaders |
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static GLuint load_shader() { |
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//Shader versions "330" and "300 es" are very similar. |
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//If you are careful you can write the same code for both versions. |
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#if !defined(__EMSCRIPTEN__) && !defined(OPENCV_V4D_USE_ES3) |
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const string shaderVersion = "330"; |
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#else |
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const string shaderVersion = "300 es"; |
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#endif |
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const string vert = |
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" #version " + shaderVersion |
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+ R"( |
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precision lowp float; |
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layout(location = 0) in vec3 pos; |
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layout(location = 1) in vec3 vertex_color; |
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uniform mat4 transform; |
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out vec3 color; |
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void main() { |
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gl_Position = transform * vec4(pos, 1.0); |
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color = vertex_color; |
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} |
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)"; |
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const string frag = |
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" #version " + shaderVersion |
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+ R"( |
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precision lowp float; |
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in vec3 color; |
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out vec4 frag_color; |
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void main() { |
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frag_color = vec4(color, 1.0); |
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} |
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)"; |
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//Initialize the shaders and returns the program |
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return cv::v4d::initShader(vert.c_str(), frag.c_str(), "fragColor"); |
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} |
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//Initializes objects, buffers, shaders and uniforms |
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static void init_scene(const cv::Size& sz, GLuint& vao, GLuint& shaderProgram, GLuint& uniformTransform) { |
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glEnable (GL_DEPTH_TEST); |
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glGenVertexArrays(1, &vao); |
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glBindVertexArray(vao); |
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unsigned int triangles_ebo; |
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glGenBuffers(1, &triangles_ebo); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, triangles_ebo); |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof triangle_indices, triangle_indices, |
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GL_STATIC_DRAW); |
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unsigned int verticies_vbo; |
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glGenBuffers(1, &verticies_vbo); |
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glBindBuffer(GL_ARRAY_BUFFER, verticies_vbo); |
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glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW); |
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glVertexAttribPointer(vertices_index, 3, GL_FLOAT, GL_FALSE, 0, NULL); |
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glEnableVertexAttribArray(vertices_index); |
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unsigned int colors_vbo; |
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glGenBuffers(1, &colors_vbo); |
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glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); |
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glBufferData(GL_ARRAY_BUFFER, sizeof vertex_colors, vertex_colors, GL_STATIC_DRAW); |
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glVertexAttribPointer(colors_index, 3, GL_FLOAT, GL_FALSE, 0, NULL); |
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glEnableVertexAttribArray(colors_index); |
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glBindVertexArray(0); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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shaderProgram = load_shader(); |
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uniformTransform = glGetUniformLocation(shaderProgram, "transform"); |
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glViewport(0,0, sz.width, sz.height); |
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} |
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//Renders a rotating rainbow-colored cube on a blueish background |
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static void render_scene(GLuint &vao, GLuint &shaderProgram, |
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GLuint &uniformTransform) { |
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//Clear the background |
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glClearColor(0.2, 0.24, 0.4, 1); |
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glClear(GL_COLOR_BUFFER_BIT); |
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//Use the prepared shader program |
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glUseProgram(shaderProgram); |
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//Scale and rotate the cube depending on the current time. |
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float angle = fmod( |
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double(cv::getTickCount()) / double(cv::getTickFrequency()), |
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2 * M_PI); |
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float scale = 0.25; |
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cv::Matx44f scaleMat(scale, 0.0, 0.0, 0.0, 0.0, scale, 0.0, 0.0, 0.0, 0.0, |
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scale, 0.0, 0.0, 0.0, 0.0, 1.0); |
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cv::Matx44f rotXMat(1.0, 0.0, 0.0, 0.0, 0.0, cos(angle), -sin(angle), 0.0, |
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0.0, sin(angle), cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0); |
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cv::Matx44f rotYMat(cos(angle), 0.0, sin(angle), 0.0, 0.0, 1.0, 0.0, 0.0, |
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-sin(angle), 0.0, cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0); |
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cv::Matx44f rotZMat(cos(angle), -sin(angle), 0.0, 0.0, sin(angle), |
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cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); |
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//calculate the transform |
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cv::Matx44f transform = scaleMat * rotXMat * rotYMat * rotZMat; |
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//set the corresponding uniform |
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glUniformMatrix4fv(uniformTransform, 1, GL_FALSE, transform.val); |
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//Bind the prepared vertex array object |
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glBindVertexArray(vao); |
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//Draw |
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glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_SHORT, NULL); |
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} |
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//applies a glow effect to an image |
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static void glow_effect(const cv::UMat& src, cv::UMat& dst, const int ksize) { |
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thread_local cv::UMat resize; |
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thread_local cv::UMat blur; |
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thread_local cv::UMat dst16; |
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cv::bitwise_not(src, dst); |
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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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//Cheap blur |
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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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cv::resize(resize, blur, src.size()); |
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//Multiply the src image with a blurred version of itself |
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cv::multiply(dst, blur, dst16, 1, CV_16U); |
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//Normalize and convert back to CV_8U |
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cv::divide(dst16, cv::Scalar::all(255.0), dst, 1, CV_8U); |
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cv::bitwise_not(dst, dst); |
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} |
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using namespace cv::v4d; |
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class CubeDemoPlan : public Plan { |
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cv::UMat frame_; |
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GLuint vao; |
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GLuint shaderProgram; |
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GLuint uniformTransform; |
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public: |
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void setup(cv::Ptr<V4D> window) { |
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window->gl([](const cv::Size& sz, GLuint& v, GLuint& sp, GLuint& ut){ |
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init_scene(sz, v, sp, ut); |
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}, window->fbSize(), vao, shaderProgram, uniformTransform); |
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} |
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void infer(cv::Ptr<V4D> window) { |
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window->gl([](){ |
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//Clear the background |
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glClearColor(0.2, 0.24, 0.4, 1); |
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glClear(GL_COLOR_BUFFER_BIT); |
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}); |
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//Render using multiple OpenGL contexts |
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window->gl([](GLuint& v, GLuint& sp, GLuint& ut){ |
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render_scene(v, sp, ut); |
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}, vao, shaderProgram, uniformTransform); |
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//Aquire the frame buffer for use by OpenCV |
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window->fb([](cv::UMat& framebuffer, cv::UMat& f) { |
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glow_effect(framebuffer, framebuffer, glow_kernel_size); |
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framebuffer.copyTo(f); |
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}, frame_); |
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window->write([](cv::UMat& outputFrame, const cv::UMat& f){ |
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f.copyTo(outputFrame); |
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}, frame_); |
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} |
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}; |
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int main() { |
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cv::Ptr<V4D> window = V4D::make(WIDTH, HEIGHT, "Many Cubes Demo", IMGUI, OFFSCREEN); |
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window->printSystemInfo(); |
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#ifndef __EMSCRIPTEN__ |
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//Creates a writer sink (which might be hardware accelerated) |
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auto sink = makeWriterSink(window, OUTPUT_FILENAME, FPS, cv::Size(WIDTH, HEIGHT)); |
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window->setSink(sink); |
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#endif |
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window->run<CubeDemoPlan>(0); |
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return 0; |
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}
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