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#ifdef _WIN32
#include <windows.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#ifndef __APPLE__
#include <GL/gl.h>
#include <GL/glut.h>
#else
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
#endif
#include <AR/gsub.h>
#include <AR/video.h>
#include <AR/param.h>
#include <AR/ar.h>
/* set up the video format globals */
#ifdef _WIN32
char *vconf
= "Data\\WDM_camera_flipV.xml";
#else
char *vconf
= "";
#endif
int xsize
, ysize
;
int thresh
= 100;
int count
= 0;
int mode
= 1;
char *cparam_name
= "Data/camera_para.dat";
ARParam cparam
;
char *patt_name
= "Data/patt.hiro";
int patt_id
;
int patt_width
= 80.0;
double patt_center
[2] = {0.0, 0.0};
double patt_trans
[3][4];
static void init
(void);
static void cleanup
(void);
static void keyEvent
( unsigned char key
, int x
, int y
);
static void mainLoop
(void);
static void draw
( double trans
[3][4] );
int main
(int argc
, char **argv
)
{
glutInit
(&argc
, argv
);
init
();
arVideoCapStart
();
argMainLoop
( NULL
, keyEvent
, mainLoop
);
return (0);
}
static void keyEvent
( unsigned char key
, int x
, int y
)
{
/* quit if the ESC key is pressed */
if( key
== 0x1b ) {
printf("*** %f (frame/sec)\n", (double)count
/arUtilTimer
());
cleanup
();
exit(0);
}
if( key
== 'c' ) {
printf("*** %f (frame/sec)\n", (double)count
/arUtilTimer
());
count
= 0;
mode
= 1 - mode
;
if( mode
) printf("Continuous mode: Using arGetTransMatCont.\n");
else printf("One shot mode: Using arGetTransMat.\n");
}
}
/* main loop */
static void mainLoop
(void)
{
static int contF
= 0;
ARUint8
*dataPtr
;
ARMarkerInfo
*marker_info
;
int marker_num
;
int j
, k
;
/* grab a vide frame */
if( (dataPtr
= (ARUint8
*)arVideoGetImage
()) == NULL
) {
arUtilSleep
(2);
return;
}
if( count
== 0 ) arUtilTimerReset
();
count
++;
argDrawMode2D
();
argDispImage
( dataPtr
, 0,0 );
/* detect the markers in the video frame */
if( arDetectMarker
(dataPtr
, thresh
, &marker_info
, &marker_num
) < 0 ) {
cleanup
();
exit(0);
}
arVideoCapNext
();
/* check for object visibility */
k
= -1;
for( j
= 0; j
< marker_num
; j
++ ) {
if( patt_id
== marker_info
[j
].
id ) {
if( k
== -1 ) k
= j
;
else if( marker_info
[k
].
cf < marker_info
[j
].
cf ) k
= j
;
}
}
if( k
== -1 ) {
contF
= 0;
argSwapBuffers
();
return;
}
/* get the transformation between the marker and the real camera */
if( mode
== 0 || contF
== 0 ) {
arGetTransMat
(&marker_info
[k
], patt_center
, patt_width
, patt_trans
);
}
else {
arGetTransMatCont
(&marker_info
[k
], patt_trans
, patt_center
, patt_width
, patt_trans
);
}
contF
= 1;
draw
( patt_trans
);
argSwapBuffers
();
}
static void init
( void )
{
ARParam wparam
;
/* open the video path */
if( arVideoOpen
( vconf
) < 0 ) exit(0);
/* find the size of the window */
if( arVideoInqSize
(&xsize
, &ysize
) < 0 ) exit(0);
printf("Image size (x,y) = (%d,%d)\n", xsize
, ysize
);
/* set the initial camera parameters */
if( arParamLoad
(cparam_name
, 1, &wparam
) < 0 ) {
printf("Camera parameter load error !!\n");
exit(0);
}
arParamChangeSize
( &wparam
, xsize
, ysize
, &cparam
);
arInitCparam
( &cparam
);
printf("*** Camera Parameter ***\n");
arParamDisp
( &cparam
);
if( (patt_id
=arLoadPatt
(patt_name
)) < 0 ) {
printf("pattern load error !!\n");
exit(0);
}
/* open the graphics window */
argInit
( &cparam
, 1.0, 0, 0, 0, 0 );
}
/* cleanup function called when program exits */
static void cleanup
(void)
{
arVideoCapStop
();
arVideoClose
();
argCleanup
();
}
static void draw
( double trans
[3][4] )
{
double gl_para
[16];
GLfloat mat_ambient
[] = {0.0, 0.0, 1.0, 1.0};
GLfloat mat_flash
[] = {0.0, 0.0, 1.0, 1.0};
GLfloat mat_flash_shiny
[] = {50.0};
GLfloat light_position
[] = {100.0,-200.0,200.0,0.0};
GLfloat ambi
[] = {0.1, 0.1, 0.1, 0.1};
GLfloat lightZeroColor
[] = {0.9, 0.9, 0.9, 0.1};
argDrawMode3D
();
argDraw3dCamera
( 0, 0 );
glClearDepth
( 1.0 );
glClear
(GL_DEPTH_BUFFER_BIT
);
glEnable
(GL_DEPTH_TEST
);
glDepthFunc
(GL_LEQUAL
);
/* load the camera transformation matrix */
argConvGlpara
(trans
, gl_para
);
glMatrixMode
(GL_MODELVIEW
);
glLoadMatrixd
( gl_para
);
glEnable
(GL_LIGHTING
);
glEnable
(GL_LIGHT0
);
glLightfv
(GL_LIGHT0
, GL_POSITION
, light_position
);
glLightfv
(GL_LIGHT0
, GL_AMBIENT
, ambi
);
glLightfv
(GL_LIGHT0
, GL_DIFFUSE
, lightZeroColor
);
glMaterialfv
(GL_FRONT
, GL_SPECULAR
, mat_flash
);
glMaterialfv
(GL_FRONT
, GL_SHININESS
, mat_flash_shiny
);
glMaterialfv
(GL_FRONT
, GL_AMBIENT
, mat_ambient
);
glMatrixMode
(GL_MODELVIEW
);
glTranslatef
( 0.0, 0.0, 25.0 );
glutSolidCube
(50.0);
glDisable
( GL_LIGHTING
);
glDisable
( GL_DEPTH_TEST
);
}