forked from ray/RobotKernal-UESTC
245 lines
7.2 KiB
C++
245 lines
7.2 KiB
C++
#include "viewer.h"
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#include <cstdlib>
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Viewer::Viewer() : shader_folder("src/shader/"),
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win_width(600),
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win_height(400)
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{
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}
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static void glfwErrorCallback(int error, const char* description)
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{
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std::cerr << "GLFW error " << error << " " << description << std::endl;
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}
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void Viewer::initialize()
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{
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// init glfw - if already initialized nothing happens
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glfwInit();
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GLFWerrorfun prev_func = glfwSetErrorCallback(glfwErrorCallback);
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if (prev_func)
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glfwSetErrorCallback(prev_func);
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// setup context
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glfwDefaultWindowHints();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#else
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
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#endif
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//glfwWindowHint(GLFW_VISIBLE, debug ? GL_TRUE : GL_FALSE);
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window = glfwCreateWindow(win_width*2, win_height*2, "Viewer (press ESC to exit)", 0, NULL);
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if (window == NULL)
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{
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std::cerr << "Failed to create opengl window." << std::endl;
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exit(-1);
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}
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glfwMakeContextCurrent(window);
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OpenGLBindings *b = new OpenGLBindings();
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flextInit(b);
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gl(b);
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std::string vertexshadersrc = ""
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"#version 330\n"
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"in vec2 Position;"
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"in vec2 TexCoord;"
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"out VertexData{"
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"vec2 TexCoord;"
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"} VertexOut;"
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"void main(void)"
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"{"
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" gl_Position = vec4(Position, 0.0, 1.0);"
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" VertexOut.TexCoord = TexCoord;"
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"}";
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std::string grayfragmentshader = ""
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"#version 330\n"
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"uniform sampler2DRect Data;"
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"vec4 tempColor;"
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"in VertexData{"
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" vec2 TexCoord;"
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"} FragmentIn;"
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"layout(location = 0) out vec4 Color;"
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"void main(void)"
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"{"
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"ivec2 uv = ivec2(FragmentIn.TexCoord.x, FragmentIn.TexCoord.y);"
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"tempColor = texelFetch(Data, uv);"
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"Color = vec4(tempColor.x/4500, tempColor.x/4500, tempColor.x/4500, 1);"
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"}";
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std::string fragmentshader = ""
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"#version 330\n"
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"uniform sampler2DRect Data;"
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"in VertexData{"
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" vec2 TexCoord;"
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"} FragmentIn;"
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"layout(location = 0) out vec4 Color;"
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"void main(void)"
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"{"
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" ivec2 uv = ivec2(FragmentIn.TexCoord.x, FragmentIn.TexCoord.y);"
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" Color = texelFetch(Data, uv);"
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"}";
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renderShader.setVertexShader(vertexshadersrc);
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renderShader.setFragmentShader(fragmentshader);
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renderShader.build();
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renderGrayShader.setVertexShader(vertexshadersrc);
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renderGrayShader.setFragmentShader(grayfragmentshader);
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renderGrayShader.build();
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glfwSetWindowUserPointer(window, this);
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glfwSetKeyCallback(window, Viewer::key_callbackstatic);
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glfwSetWindowSizeCallback(window, Viewer::winsize_callbackstatic);
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shouldStop = false;
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}
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void Viewer::winsize_callbackstatic(GLFWwindow* window, int w, int h)
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{
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Viewer* viewer = reinterpret_cast<Viewer*>(glfwGetWindowUserPointer(window));
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viewer->winsize_callback(window, w, h);
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}
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void Viewer::winsize_callback(GLFWwindow* window, int w, int h)
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{
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win_width = w/2;
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win_height = h/2;
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}
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void Viewer::key_callbackstatic(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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Viewer* viewer = reinterpret_cast<Viewer*>(glfwGetWindowUserPointer(window));
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viewer->key_callback(window, key, scancode, action, mods);
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}
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void Viewer::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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shouldStop = true;
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}
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void Viewer::onOpenGLBindingsChanged(OpenGLBindings *b)
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{
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renderShader.gl(b);
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renderGrayShader.gl(b);
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rgb.gl(b);
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ir.gl(b);
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}
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bool Viewer::render()
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{
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// wipe the drawing surface clear
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLint x = 0, y = 0;
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int fb_width, fb_width_half, fb_height, fb_height_half;
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std::map<std::string, libfreenect2::Frame*>::iterator iter;
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for (iter = frames.begin(); iter != frames.end(); ++iter)
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{
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libfreenect2::Frame* frame = iter->second;
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// Using the frame buffer size to account for screens where window.size != framebuffer.size, e.g. retina displays
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glfwGetFramebufferSize(window, &fb_width, &fb_height);
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fb_width_half = (fb_width + 1) / 2;
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fb_height_half = (fb_height + 1) / 2;
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glViewport(x, y, fb_width_half, fb_height_half);
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x += fb_width_half;
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if (x >= (fb_width - 1))
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{
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x = 0;
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y += fb_height_half;
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}
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float w = static_cast<float>(frame->width);
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float h = static_cast<float>(frame->height);
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Vertex bl = { -1.0f, -1.0f, 0.0f, 0.0f };
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Vertex br = { 1.0f, -1.0f, w, 0.0f };
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Vertex tl = { -1.0f, 1.0f, 0.0f, h };
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Vertex tr = { 1.0f, 1.0f, w, h };
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Vertex vertices[] = {
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bl, tl, tr,
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tr, br, bl
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};
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gl()->glGenBuffers(1, &triangle_vbo);
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gl()->glGenVertexArrays(1, &triangle_vao);
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gl()->glBindVertexArray(triangle_vao);
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gl()->glBindBuffer(GL_ARRAY_BUFFER, triangle_vbo);
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gl()->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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GLint position_attr = renderShader.getAttributeLocation("Position");
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gl()->glVertexAttribPointer(position_attr, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
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gl()->glEnableVertexAttribArray(position_attr);
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GLint texcoord_attr = renderShader.getAttributeLocation("TexCoord");
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gl()->glVertexAttribPointer(texcoord_attr, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(2 * sizeof(float)));
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gl()->glEnableVertexAttribArray(texcoord_attr);
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if (iter->first == "RGB" || iter->first == "registered")
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{
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renderShader.use();
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rgb.allocate(frame->width, frame->height);
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std::copy(frame->data, frame->data + frame->width * frame->height * frame->bytes_per_pixel, rgb.data);
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rgb.flipY();
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rgb.upload();
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glDrawArrays(GL_TRIANGLES, 0, 6);
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rgb.deallocate();
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}
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else
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{
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renderGrayShader.use();
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ir.allocate(frame->width, frame->height);
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std::copy(frame->data, frame->data + frame->width * frame->height * frame->bytes_per_pixel, ir.data);
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ir.flipY();
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ir.upload();
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glDrawArrays(GL_TRIANGLES, 0, 6);
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ir.deallocate();
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}
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gl()->glDeleteBuffers(1, &triangle_vbo);
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gl()->glDeleteVertexArrays(1, &triangle_vao);
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}
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// put the stuff we've been drawing onto the display
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glfwSwapBuffers(window);
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// update other events like input handling
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glfwPollEvents();
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return shouldStop || glfwWindowShouldClose(window);
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}
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void Viewer::addFrame(std::string id, libfreenect2::Frame* frame)
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{
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frames[id] = frame;
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}
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