SOL9 Sample: BlurredMaterializedSpheres
|
1 Screenshot
2 Source code
/*
* BlurredMaterializedSpheres.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <sol/StringT.h>
//#include <sol/RowColumn.h>
#include <sol/PushButton.h>
//#include <sol/opengl/OpenGLApplication.h>
#include <sol/opengl/OpenGLMainView.h>
#include <sol/opengl/OpenGLView.h>
#include <sol/opengl/OpenGLGC.h>
#include <sol/opengl/OpenGLTexture2D.h>
#include <sol/opengl/OpenGLLight.h>
#include <sol/opengl/OpenGLMaterial.h>
#include <sol/opengl/OpenGLSolidSphere.h>
#include <sol/opengl/OpenGLWireSphere.h>
#include <sol/opencv/OpenCVImageInfo.h>
#include <sol/opencv/OpenCVScrolledImageView.h>
#include <sol/opencv/OpenCVImageFileReader.h>
namespace SOL {
class MainView :public OpenGLMainView {
public:
private:
//Inner OpenGLView class starts.
class SimpleGLView: public OpenGLView {
private:
static const int SPHERES=4;
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLGeometry> sphere[SPHERES];
float angle;
public:
virtual void display()
{
if (gc == NULL) {
return;
}
if (sphere[0]) {
setPerspective();
gc->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc->lookAt(4.0, 8.0, 12.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gc->clearColor(0.0, 0.0, 0.0, 1.0);
gc->enable(GL_CULL_FACE);
gc->enable(GL_LIGHTING);
OpenGLLight light(GL_LIGHT0);
GLfloat lightPosition[] = {10, 10, 10, 1.0};
light.position(lightPosition);
for (int i = 0; i<SPHERES; i++) {
gc->pushMatrix();
gc->rotate(angle, 0.0f, 1.0f, 0.0f);
sphere[i]->draw(gc, -2.0f+1.3f*i, 0.5f, 0.0f+ 0.3f*i);
gc->popMatrix();
}
}
}
cv::Mat capture()
{
int w, h;
getSize(w, h);
w = (w/8)*8;
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
unsigned char* pixels = new unsigned char[3 * w * h];
glReadPixels(0, 0, w, h, GL_BGR, GL_UNSIGNED_BYTE, pixels);
return cv::Mat(h, w, CV_8UC3, pixels);
}
virtual void resize(int w, int h)
{
if (w == 0 || h == 0) {
return;
}
setPerspective();
}
virtual void initialize()
{
gc = new OpenGLGC();
Color4 black = { 0.0, 0.0, 0.0, 1.0 };
Color4 ambient = { 0.5, 0.5, 0.5, 1.0 };
Color4 diffuse = { 0.2, 0.4, 0.8, 1.0 };
Color4 specular = { 1.0, 1.0, 1.0, 1.0 };
Color4 emission = { 0.8, 0.0, 0.0, 0.0 };
GLfloat lowShining = { 10.0 };
GLfloat highShining = {100.0 };
OpenGLMateria mat1(GL_FRONT, ambient, diffuse, specular, emission, lowShining);
OpenGLMateria mat2(GL_FRONT, black, diffuse, specular, emission, lowShining);
OpenGLMateria mat3(GL_FRONT, black, diffuse, black, emission, highShining);
OpenGLMateria mat4(GL_FRONT, ambient, diffuse, specular, black, highShining);
OpenGLMateria materias[] = {mat1, mat2, mat3, mat4};
for (int i = 0; i<SPHERES; i++) {
if (i%2 ==0) {
sphere[i] = new OpenGLWireSphere(materias[i], 0.5f, 40, 40);
} else {
sphere[i] = new OpenGLSolidSphere(materias[i], 0.5f, 40, 40);
}
}
}
public:
SimpleGLView(View* parent, const char* name, Args& args)
:OpenGLView(parent, name, args),
angle(100.0f)
{
}
};
//Inner OpenCVScrolledImageView class start
class SimpleCVView: public OpenCVScrolledImageView {
private:
cv::Mat originalImage;
cv::Mat blurredImage;
public:
SimpleCVView(View* parent, const char* name, Args& args)
:OpenCVScrolledImageView(parent, name, args)
{
}
void blur(cv::Mat& originalImage)
{
int ksize = 13;
int sigma = 10;
ksize = (ksize/2)*2 + 1;
blurredImage = cv::Mat::zeros(originalImage.size(),
originalImage.type() );
//Blur operation is applied to the original image.
cv::GaussianBlur(originalImage, blurredImage, cv::Size(ksize, ksize),
(double)sigma, //sigmaX,
(double)sigma); //sigmaY
}
void setMat(cv::Mat mat, bool flip=false)
{
try {
cv::Mat flipped = mat;
if (flip) {;
cv::flip(mat, flipped, 0);
originalImage = flipped;
}
originalImage = flipped;
blur(originalImage);
setScaledImage(blurredImage, 80);
} catch (SOL::Exception& ex) {
caught(ex);
}
}
};
//Inner class ends.
private:
SmartPtr<SimpleGLView> glView;
SmartPtr<SimpleCVView> cvView;
SmartPtr<PushButton> captureButton;
void resize(int w, int h)
{
int CP_WIDTH = 100;
int ww = (w - CP_WIDTH)/2;
if (glView && cvView && captureButton) {
glView -> reshape(0, 0, ww-1, h);
cvView -> reshape(ww+1, 0, ww-2, h);
captureButton -> reshape(w-CP_WIDTH+2, 0,CP_WIDTH-4, 30);
}
}
void captureImage(Action& action)
{
cv::Mat image = glView->capture();
cvView->setMat(image, true);
}
public:
MainView(Application& applet, const char* name, Args& args)
:OpenGLMainView(applet, name, args)
{
Args ar;
ar.reset();
glView = new SimpleGLView(this, "", ar);
ar.reset();
cvView = new SimpleCVView(this, "", ar);
ar.reset();
captureButton = new PushButton(this, "Capture", ar);
captureButton->addCallback(XmNactivateCallback, this,
(Callback)&MainView::captureImage, NULL);
postResizeRequest();
}
};
}
//
void Main(int argc, char** argv)
{
try {
glutInit(&argc, argv);
const char* name = appName(argv[0]);
Application applet(name, argc, argv);
Args args;
args.set(XmNwidth, 900);
args.set(XmNheight, 400);
MainView view(applet, name, args);
view.realize();
applet.run();
} catch (SOL::Exception& ex) {
caught(ex);
}
}
Last modified: 17 Sep. 2017
Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.