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