Repository for OpenCV's extra modules
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// This file is part of OpenCV project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at http://opencv.org/license.html.
// Copyright Amir Hassan (kallaballa) <amir@viel-zu.org>
#include "opencv2/v4d/v4d.hpp"
#include "detail/clvacontext.hpp"
#include "detail/framebuffercontext.hpp"
#include "detail/glcontext.hpp"
#include "detail/nanovgcontext.hpp"
#include "detail/nanoguicontext.hpp"
#include "opencv2/v4d/dialog.hpp"
#include "opencv2/v4d/formhelper.hpp"
#include <sstream>
namespace cv {
namespace v4d {
namespace detail {
void glfw_error_callback(int error, const char* description) {
fprintf(stderr, "GLFW Error: (%d) %s\n", error, description);
}
}
void gl_check_error(const std::filesystem::path& file, unsigned int line, const char* expression) {
int errorCode = glGetError();
if (errorCode != 0) {
std::stringstream ss;
ss << "GL failed in " << file.filename() << " (" << line << ") : " << "\nExpression:\n "
<< expression << "\nError code:\n " << errorCode;
throw std::runtime_error(ss.str());
}
}
cv::Scalar colorConvert(const cv::Scalar& src, cv::ColorConversionCodes code) {
cv::Mat tmpIn(1, 1, CV_8UC3);
cv::Mat tmpOut(1, 1, CV_8UC3);
tmpIn.at<cv::Vec3b>(0, 0) = cv::Vec3b(src[0], src[1], src[2]);
cvtColor(tmpIn, tmpOut, code);
const cv::Vec3b& vdst = tmpOut.at<cv::Vec3b>(0, 0);
cv::Scalar dst(vdst[0], vdst[1], vdst[2], src[3]);
return dst;
}
cv::Ptr<V4D> V4D::make(const cv::Size& size, const cv::Size& fbsize, const string& title, bool offscreen, bool debug, int major,
int minor, bool compat, int samples) {
cv::Ptr<V4D> v4d = new V4D(size, fbsize, title, offscreen, debug, major, minor, false, 0);
v4d->setVisible(true);
return v4d;
}
V4D::V4D(const cv::Size& size, const cv::Size& fbsize, const string& title, bool offscreen, bool debug, int major, int minor,
bool compat, int samples) :
initialSize_(size), offscreen_(offscreen), title_(title), major_(major), minor_(minor), compat_(
compat), samples_(samples), debug_(debug), viewport_(0, 0, size.width, size.height), scale_(
1), mousePos_(0, 0), stretch_(true), pool_(2) {
#ifdef __EMSCRIPTEN__
printf(""); //makes sure we have FS as a dependency
#endif
mainFbContext_ = new detail::FrameBufferContext(*this, fbsize.empty() ? size : fbsize, offscreen_, title_, major_,
minor_, compat_, samples_, debug_, nullptr, nullptr);
nvgContext_ = new detail::NanoVGContext(*this, *mainFbContext_);
nguiContext_ = new detail::NanoguiContext(*this, *mainFbContext_);
clvaContext_ = new detail::CLVAContext(*this, *mainFbContext_);
glContext_ = new detail::GLContext(*this, *mainFbContext_);
}
V4D::~V4D() {
//don't delete form_. it is autmatically cleaned up by the base class (nanogui::Screen)
if (glContext_)
delete glContext_;
if (nvgContext_)
delete nvgContext_;
if (nguiContext_)
delete nguiContext_;
if (clvaContext_)
delete clvaContext_;
if (mainFbContext_)
delete mainFbContext_;
}
cv::ogl::Texture2D& V4D::texture() {
return mainFbContext_->getTexture2D();
}
void V4D::setKeyboardEventCallback(
std::function<bool(int key, int scancode, int action, int modifiers)> fn) {
keyEventCb_ = fn;
}
bool V4D::keyboard_event(int key, int scancode, int action, int modifiers) {
if (keyEventCb_)
return keyEventCb_(key, scancode, action, modifiers);
return nguiCtx().screen().keyboard_event(key, scancode, action, modifiers);
}
FrameBufferContext& V4D::fbCtx() {
assert(mainFbContext_ != nullptr);
return *mainFbContext_;
}
CLVAContext& V4D::clvaCtx() {
assert(clvaContext_ != nullptr);
return *clvaContext_;
}
NanoVGContext& V4D::nvgCtx() {
assert(nvgContext_ != nullptr);
return *nvgContext_;
}
NanoguiContext& V4D::nguiCtx() {
assert(nguiContext_ != nullptr);
return *nguiContext_;
}
GLContext& V4D::glCtx() {
assert(glContext_ != nullptr);
return *glContext_;
}
bool V4D::hasFbCtx() {
return mainFbContext_ != nullptr;
}
bool V4D::hasClvaCtx() {
return clvaContext_ != nullptr;
}
bool V4D::hasNvgCtx() {
return nvgContext_ != nullptr;
}
bool V4D::hasNguiCtx() {
return nguiContext_ != nullptr;
}
bool V4D::hasGlCtx() {
return glContext_ != nullptr;
}
cv::Size V4D::getVideoFrameSize() {
return clvaCtx().getVideoFrameSize();
}
void V4D::gl(std::function<void()> fn) {
glCtx().render([=](const cv::Size& sz) {
CV_UNUSED(sz);
fn();
});
}
void V4D::gl(std::function<void(const cv::Size&)> fn) {
glCtx().render(fn);
}
void V4D::fb(std::function<void(cv::UMat&)> fn) {
fbCtx().execute(fn);
}
void V4D::nvg(std::function<void()> fn) {
nvgCtx().render([fn](const cv::Size& sz) {
CV_UNUSED(sz);
fn();
});
}
void V4D::nvg(std::function<void(const cv::Size&)> fn) {
nvgCtx().render(fn);
}
void V4D::nanogui(std::function<void(cv::v4d::FormHelper& form)> fn) {
nguiCtx().build(fn);
}
#ifdef __EMSCRIPTEN__
static void do_frame(void* void_fn_ptr) {
auto* fn_ptr = reinterpret_cast<std::function<bool()>*>(void_fn_ptr);
if (fn_ptr) {
auto& fn = *fn_ptr;
fn();
}
}
#endif
void V4D::run(std::function<bool()> fn) {
#ifndef __EMSCRIPTEN__
while (keepRunning() && fn())
;
#else
emscripten_set_main_loop_arg(do_frame, &fn, -1, true);
#endif
}
void V4D::setSource(const Source& src) {
if (!clvaCtx().hasContext())
clvaCtx().copyContext();
source_ = src;
}
void V4D::feed(cv::InputArray& in) {
cv::UMat frame;
clvaCtx().capture([&](cv::UMat& videoFrame) {
in.copyTo(videoFrame);
}, frame);
fb([frame](cv::UMat& frameBuffer){
cvtColor(frame,frameBuffer, cv::COLOR_RGB2BGRA);
});
}
bool V4D::capture() {
return this->capture([&](cv::UMat& videoFrame) {
if (source_.isReady())
source_().second.copyTo(videoFrame);
});
}
bool V4D::capture(std::function<void(cv::UMat&)> fn) {
if (!source_.isReady() || !source_.isOpen()) {
#ifndef __EMSCRIPTEN__
return false;
#else
return true;
#endif
}
if (futureReader_.valid()) {
if (!futureReader_.get()) {
#ifndef __EMSCRIPTEN__
return false;
#else
return true;
#endif
}
}
if(nextReaderFrame_.empty()) {
if (!clvaCtx().capture(fn, nextReaderFrame_)) {
#ifndef __EMSCRIPTEN__
return false;
#else
return true;
#endif
}
}
currentReaderFrame_ = nextReaderFrame_.clone();
futureReader_ = pool_.enqueue(
[](V4D* v, std::function<void(UMat&)> fn, cv::UMat& frame) {
return v->clvaCtx().capture(fn, frame);
}, this, fn, nextReaderFrame_);
fb([this](cv::UMat& frameBuffer){
cvtColor(currentReaderFrame_,frameBuffer, cv::COLOR_RGB2BGRA);
});
return true;
}
bool V4D::isSourceReady() {
return source_.isReady();
}
void V4D::setSink(const Sink& sink) {
if (!clvaCtx().hasContext())
clvaCtx().copyContext();
sink_ = sink;
}
void V4D::write() {
this->write([&](const cv::UMat& videoFrame) {
if (sink_.isReady())
sink_(videoFrame);
});
}
void V4D::write(std::function<void(const cv::UMat&)> fn) {
if (!sink_.isReady() || !sink_.isOpen())
return;
if (futureWriter_.valid())
futureWriter_.get();
fb([this](cv::UMat& frameBuffer){
frameBuffer.copyTo(currentWriterFrame_);
});
futureWriter_ = pool_.enqueue([](V4D* v, std::function<void(const UMat&)> fn, cv::UMat& frame) {
v->clvaCtx().write(fn, frame);
}, this, fn, currentWriterFrame_);
}
bool V4D::isSinkReady() {
return sink_.isReady();
}
void V4D::clear(const cv::Scalar& bgra) {
this->gl([&]() {
const float& b = bgra[0] / 255.0f;
const float& g = bgra[1] / 255.0f;
const float& r = bgra[2] / 255.0f;
const float& a = bgra[3] / 255.0f;
GL_CHECK(glClearColor(r, g, b, a));
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT));
});
}
void V4D::showGui(bool s) {
auto children = nguiCtx().screen().children();
for (auto* child : children) {
child->set_visible(s);
}
}
void V4D::setMouseDrag(bool d) {
mouseDrag_ = d;
}
bool V4D::isMouseDrag() {
return mouseDrag_;
}
void V4D::pan(int x, int y) {
viewport_.x += x * scale_;
viewport_.y += y * scale_;
}
void V4D::zoom(float factor) {
if (scale_ == 1 && viewport_.x == 0 && viewport_.y == 0 && factor > 1)
return;
double oldScale = scale_;
double origW = getFrameBufferSize().width;
double origH = getFrameBufferSize().height;
scale_ *= factor;
if (scale_ <= 0.025) {
scale_ = 0.025;
return;
} else if (scale_ > 1) {
scale_ = 1;
viewport_.width = origW;
viewport_.height = origH;
if (factor > 1) {
viewport_.x += log10(((viewport_.x * (1.0 - factor)) / viewport_.width) * 9 + 1.0)
* viewport_.width;
viewport_.y += log10(((viewport_.y * (1.0 - factor)) / viewport_.height) * 9 + 1.0)
* viewport_.height;
} else {
viewport_.x += log10(((-viewport_.x * (1.0 - factor)) / viewport_.width) * 9 + 1.0)
* viewport_.width;
viewport_.y += log10(((-viewport_.y * (1.0 - factor)) / viewport_.height) * 9 + 1.0)
* viewport_.height;
}
return;
}
cv::Vec2f offset;
double oldW = (origW * oldScale);
double oldH = (origH * oldScale);
viewport_.width = std::min(scale_ * origW, origW);
viewport_.height = std::min(scale_ * origH, origH);
float delta_x;
float delta_y;
if (factor < 1.0) {
offset = cv::Vec2f(viewport_.x, viewport_.y)
- cv::Vec2f(mousePos_[0], origH - mousePos_[1]);
delta_x = offset[0] / oldW;
delta_y = offset[1] / oldH;
} else {
offset = cv::Vec2f(viewport_.x - (viewport_.width / 2.0),
viewport_.y - (viewport_.height / 2.0)) - cv::Vec2f(viewport_.x, viewport_.y);
delta_x = offset[0] / oldW;
delta_y = offset[1] / oldH;
}
float x_offset;
float y_offset;
x_offset = delta_x * (viewport_.width - oldW);
y_offset = delta_y * (viewport_.height - oldH);
if (factor < 1.0) {
viewport_.x += x_offset;
viewport_.y += y_offset;
} else {
viewport_.x += x_offset;
viewport_.y += y_offset;
}
}
cv::Vec2f V4D::getPosition() {
fbCtx().makeCurrent();
int x, y;
glfwGetWindowPos(getGLFWWindow(), &x, &y);
return cv::Vec2f(x, y);
}
cv::Vec2f V4D::getMousePosition() {
return mousePos_;
}
void V4D::setMousePosition(int x, int y) {
mousePos_ = { float(x), float(y) };
}
float V4D::getScale() {
return scale_;
}
cv::Rect& V4D::viewport() {
return viewport_;
}
float V4D::getXPixelRatio() {
fbCtx().makeCurrent();
#ifdef __EMSCRIPTEN__
float r = emscripten_get_device_pixel_ratio();
return r;
#else
float xscale, yscale;
glfwGetWindowContentScale(getGLFWWindow(), &xscale, &yscale);
return xscale;
#endif
}
float V4D::getYPixelRatio() {
fbCtx().makeCurrent();
#ifdef __EMSCRIPTEN__
float r = emscripten_get_device_pixel_ratio();
return r;
#else
float xscale, yscale;
glfwGetWindowContentScale(getGLFWWindow(), &xscale, &yscale);
return yscale;
#endif
}
cv::Size V4D::getNativeFrameBufferSize() {
fbCtx().makeCurrent();
int w, h;
glfwGetFramebufferSize(getGLFWWindow(), &w, &h);
return cv::Size{w, h};
}
cv::Size V4D::getFrameBufferSize() {
return fbCtx().size();
}
cv::Size V4D::getInitialSize() {
return initialSize_;
}
void V4D::resizeWindow(const cv::Size& sz) {
fbCtx().setWindowSize(sz);
}
bool V4D::isFullscreen() {
fbCtx().makeCurrent();
return glfwGetWindowMonitor(getGLFWWindow()) != nullptr;
}
void V4D::setFullscreen(bool f) {
fbCtx().makeCurrent();
auto monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
if (f) {
glfwSetWindowMonitor(getGLFWWindow(), monitor, 0, 0, mode->width, mode->height,
mode->refreshRate);
resizeWindow(getNativeFrameBufferSize());
} else {
glfwSetWindowMonitor(getGLFWWindow(), nullptr, 0, 0, getInitialSize().width,
getInitialSize().height, 0);
resizeWindow(getInitialSize());
}
}
bool V4D::isResizable() {
return fbCtx().isResizable();
}
void V4D::setResizable(bool r) {
fbCtx().setResizable(r);
}
bool V4D::isVisible() {
return fbCtx().isVisible();
}
void V4D::setVisible(bool v) {
fbCtx().setVisible(v);
nguiCtx().screen().perform_layout();
}
bool V4D::isOffscreen() {
return offscreen_;
}
void V4D::setOffscreen(bool o) {
offscreen_ = o;
setVisible(!o);
}
void V4D::setStretching(bool s) {
stretch_ = s;
}
bool V4D::isStretching() {
return stretch_;
}
void V4D::setDefaultKeyboardEventCallback() {
setKeyboardEventCallback([&](int key, int scancode, int action, int modifiers) {
CV_UNUSED(scancode);
CV_UNUSED(modifiers);
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
setOffscreen(!isOffscreen());
return true;
} else if (key == GLFW_KEY_TAB && action == GLFW_PRESS) {
auto children = nguiCtx().screen().children();
for (auto* child : children) {
child->set_visible(!child->visible());
}
return true;
}
return false;
});
}
bool V4D::display() {
bool result = true;
if (!offscreen_) {
// run_sync_on_main<9>([this](){
// FrameBufferContext::GLScope glScope(clvaCtx().fbCtx());
// clvaCtx().fbCtx().blitFrameBufferToScreen(viewport(), clvaCtx().fbCtx().getWindowSize(), isStretching());
// clvaCtx().fbCtx().makeCurrent();
// glfwSwapBuffers(clvaCtx().fbCtx().getGLFWWindow());
// });
// run_sync_on_main<10>([this](){
// FrameBufferContext::GLScope glScope(glCtx().fbCtx());
// glCtx().fbCtx().blitFrameBufferToScreen(viewport(), glCtx().fbCtx().getWindowSize(), isStretching());
// glCtx().fbCtx().makeCurrent();
// glfwSwapBuffers(glCtx().fbCtx().getGLFWWindow());
// });
// run_sync_on_main<11>([this](){
// FrameBufferContext::GLScope glScope(nvgCtx().fbCtx());
// nvgCtx().fbCtx().blitFrameBufferToScreen(viewport(), nvgCtx().fbCtx().getWindowSize(), isStretching());
// nvgCtx().fbCtx().makeCurrent();
// glfwSwapBuffers(nvgCtx().fbCtx().getGLFWWindow());
// });
// run_sync_on_main<12>([this](){
// FrameBufferContext::GLScope glScope(nguiCtx().fbCtx());
// nguiCtx().fbCtx().blitFrameBufferToScreen(viewport(), nguiCtx().fbCtx().getWindowSize(), isStretching());
// nguiCtx().fbCtx().makeCurrent();
// glfwSwapBuffers(nguiCtx().fbCtx().getGLFWWindow());
// });
nguiCtx().render();
run_sync_on_main<6>([&, this](){
FrameBufferContext::GLScope glScope(fbCtx(), GL_READ_FRAMEBUFFER);
fbCtx().blitFrameBufferToScreen(viewport(), fbCtx().getWindowSize(), isStretching());
#ifndef __EMSCRIPTEN__
glfwSwapBuffers(fbCtx().getGLFWWindow());
#else
emscripten_webgl_commit_frame();
#endif
glfwPollEvents();
result = !glfwWindowShouldClose(getGLFWWindow());
});
#ifdef __EMSCRIPTEN__
run_sync_on_main<7>([this](){
cv::UMat tmp;
cv::v4d::detail::FrameBufferContext::GLScope glScope(fbCtx());
cv::v4d::detail::FrameBufferContext::FrameBufferScope fbScope(fbCtx(), tmp);
});
#endif
}
if(frameCnt_ == (std::numeric_limits<uint64_t>().max() - 1))
frameCnt_ = 0;
else
++frameCnt_;
return result;
}
uint64_t V4D::frameCount() {
return frameCnt_;
}
bool V4D::isClosed() {
return closed_;
}
void V4D::close() {
setVisible(false);
closed_ = true;
}
GLFWwindow* V4D::getGLFWWindow() {
return fbCtx().getGLFWWindow();
}
void V4D::printSystemInfo() {
run_sync_on_main<8>([this](){
fbCtx().makeCurrent();
cerr << "OpenGL Version: " << getGlInfo() << endl;
cerr << "OpenCL Platforms: " << getClInfo() << endl;
});
}
void V4D::updateFps(bool graphical) {
if (frameCount() > 0) {
tick_.stop();
if (tick_.getTimeMilli() > 50) {
cerr << "FPS : " << (fps_ = tick_.getFPS());
#ifndef __EMSCRIPTEN__
cerr << '\r';
#else
cerr << endl;
#endif
tick_.reset();
}
if (graphical) {
this->nvg([this]() {
glClear(GL_DEPTH_BUFFER_BIT);
using namespace cv::v4d::nvg;
string txt = "FPS: " + std::to_string(fps_);
beginPath();
roundedRect(5, 5, 15 * txt.size() + 5, 30, 5);
fillColor(cv::Scalar(255, 255, 255, 180));
fill();
fontSize(30.0f);
fontFace("mono");
fillColor(cv::Scalar(90, 90, 90, 255));
textAlign(NVG_ALIGN_LEFT | NVG_ALIGN_MIDDLE);
text(10, 20, txt.c_str(), nullptr);
});
}
}
tick_.start();
}
}
}