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RobotKernal-UESTC/Code/RK3588/PIBot_ROS/third_party/libfreenect2/examples/viewer.h

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2023-12-14 23:56:56 +08:00
#ifndef VIEWER_H
#define VIEWER_H
#include <libfreenect2/config.h>
#include <libfreenect2/frame_listener.hpp>
#include <iostream>
#include <string>
#include <map>
#include "flextGL.h"
#include <GLFW/glfw3.h>
struct Vertex
{
float x, y;
float u, v;
};
class WithOpenGLBindings
{
private:
OpenGLBindings *bindings;
protected:
WithOpenGLBindings() : bindings(0) {}
virtual ~WithOpenGLBindings() {}
virtual void onOpenGLBindingsChanged(OpenGLBindings *b) { }
public:
void gl(OpenGLBindings *bindings)
{
this->bindings = bindings;
onOpenGLBindingsChanged(this->bindings);
}
OpenGLBindings *gl()
{
return bindings;
}
};
template<size_t TBytesPerPixel, GLenum TInternalFormat, GLenum TFormat, GLenum TType>
struct ImageFormat
{
static const size_t BytesPerPixel = TBytesPerPixel;
static const GLenum InternalFormat = TInternalFormat;
static const GLenum Format = TFormat;
static const GLenum Type = TType;
};
typedef ImageFormat<1, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE> U8C1;
typedef ImageFormat<2, GL_R16I, GL_RED_INTEGER, GL_SHORT> S16C1;
typedef ImageFormat<2, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT> U16C1;
typedef ImageFormat<4, GL_R32F, GL_RED, GL_FLOAT> F32C1;
typedef ImageFormat<8, GL_RG32F, GL_RG, GL_FLOAT> F32C2;
typedef ImageFormat<12, GL_RGB32F, GL_RGB, GL_FLOAT> F32C3;
typedef ImageFormat<4, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE> F8C4;
typedef ImageFormat<16, GL_RGBA32F, GL_RGBA, GL_FLOAT> F32C4;
template<typename FormatT>
struct Texture : public WithOpenGLBindings
{
protected:
size_t bytes_per_pixel, height, width;
public:
GLuint texture;
unsigned char *data;
size_t size;
Texture() : bytes_per_pixel(FormatT::BytesPerPixel), height(0), width(0), texture(0), data(0), size(0)
{
}
void bindToUnit(GLenum unit)
{
gl()->glActiveTexture(unit);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
}
void allocate(size_t new_width, size_t new_height)
{
width = new_width;
height = new_height;
size = height * width * bytes_per_pixel;
data = new unsigned char[size];
glGenTextures(1, &texture);
bindToUnit(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, FormatT::InternalFormat, width, height, 0, FormatT::Format, FormatT::Type, 0);
}
void deallocate()
{
glDeleteTextures(1, &texture);
delete[] data;
}
void upload()
{
bindToUnit(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(GL_TEXTURE_RECTANGLE, /*level*/0, /*xoffset*/0, /*yoffset*/0, width, height, FormatT::Format, FormatT::Type, data);
}
void download()
{
downloadToBuffer(data);
}
void downloadToBuffer(unsigned char *data)
{
glReadPixels(0, 0, width, height, FormatT::Format, FormatT::Type, data);
}
void flipY()
{
flipYBuffer(data);
}
void flipYBuffer(unsigned char *data)
{
typedef unsigned char type;
size_t linestep = width * bytes_per_pixel / sizeof(type);
type *first_line = reinterpret_cast<type *>(data), *last_line = reinterpret_cast<type *>(data) + (height - 1) * linestep;
for (size_t y = 0; y < height / 2; ++y)
{
for (size_t x = 0; x < linestep; ++x, ++first_line, ++last_line)
{
std::swap(*first_line, *last_line);
}
last_line -= 2 * linestep;
}
}
libfreenect2::Frame *downloadToNewFrame()
{
libfreenect2::Frame *f = new libfreenect2::Frame(width, height, bytes_per_pixel);
downloadToBuffer(f->data);
flipYBuffer(f->data);
return f;
}
};
struct ShaderProgram : public WithOpenGLBindings
{
GLuint program, vertex_shader, fragment_shader;
char error_buffer[2048];
ShaderProgram() :
program(0),
vertex_shader(0),
fragment_shader(0)
{
}
void setVertexShader(const std::string& src)
{
const char* src_ = src.c_str();
int length_ = src.length();
vertex_shader = gl()->glCreateShader(GL_VERTEX_SHADER);
gl()->glShaderSource(vertex_shader, 1, &src_, &length_);
}
void setFragmentShader(const std::string& src)
{
const char* src_ = src.c_str();
int length_ = src.length();
fragment_shader = gl()->glCreateShader(GL_FRAGMENT_SHADER);
gl()->glShaderSource(fragment_shader, 1, &src_, &length_);
}
void build()
{
GLint status;
gl()->glCompileShader(vertex_shader);
gl()->glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
gl()->glGetShaderInfoLog(vertex_shader, sizeof(error_buffer), NULL, error_buffer);
std::cerr << "failed to compile vertex shader!" << std::endl << error_buffer << std::endl;
}
gl()->glCompileShader(fragment_shader);
gl()->glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
gl()->glGetShaderInfoLog(fragment_shader, sizeof(error_buffer), NULL, error_buffer);
std::cerr << "failed to compile fragment shader!" << std::endl << error_buffer << std::endl;
}
program = gl()->glCreateProgram();
gl()->glAttachShader(program, vertex_shader);
gl()->glAttachShader(program, fragment_shader);
gl()->glLinkProgram(program);
gl()->glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE)
{
gl()->glGetProgramInfoLog(program, sizeof(error_buffer), NULL, error_buffer);
std::cerr << "failed to link shader program!" << std::endl << error_buffer << std::endl;
}
}
GLint getAttributeLocation(const std::string& name)
{
return gl()->glGetAttribLocation(program, name.c_str());
}
void setUniform(const std::string& name, GLint value)
{
GLint idx = gl()->glGetUniformLocation(program, name.c_str());
if (idx == -1) return;
gl()->glUniform1i(idx, value);
}
void setUniform(const std::string& name, GLfloat value)
{
GLint idx = gl()->glGetUniformLocation(program, name.c_str());
if (idx == -1) return;
gl()->glUniform1f(idx, value);
}
void setUniformVector3(const std::string& name, GLfloat value[3])
{
GLint idx = gl()->glGetUniformLocation(program, name.c_str());
if (idx == -1) return;
gl()->glUniform3fv(idx, 1, value);
}
void setUniformMatrix3(const std::string& name, GLfloat value[9])
{
GLint idx = gl()->glGetUniformLocation(program, name.c_str());
if (idx == -1) return;
gl()->glUniformMatrix3fv(idx, 1, false, value);
}
void use()
{
gl()->glUseProgram(program);
}
};
class Viewer : WithOpenGLBindings {
private:
bool shouldStop;
GLFWwindow* window;
GLuint triangle_vbo, triangle_vao;
ShaderProgram renderShader;
ShaderProgram renderGrayShader;
std::string shader_folder;
std::map<std::string,libfreenect2::Frame*> frames;
Texture<F8C4> rgb;
Texture<F32C1> ir;
int win_width;
int win_height;
public:
Viewer();
void initialize();
virtual void onOpenGLBindingsChanged(OpenGLBindings *b);
bool render();
void addFrame(std::string id,libfreenect2::Frame* frame);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void winsize_callback(GLFWwindow* window, int w, int h);
static void key_callbackstatic(GLFWwindow* window, int key, int scancode, int action, int mods);
static void winsize_callbackstatic(GLFWwindow* window, int w, int h);
};
#endif