paella/src/Skeleton/draw.cpp

225 lines
6.6 KiB
C++

////////////////////////////////////////////////////////////////////////////////
//
// Paella
// Copyright (C) 2015 - Thomas FORGIONE, Emilie JALRAS, Marion LENFANT, Thierry MALON, Amandine PAILLOUX
// Authors :
// Thomas FORGIONE
// Emilie JALRAS
// Marion LENFANT
// Thierry MALON
// Amandine PAILLOUX
//
// This file is part of the project Paella
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
////////////////////////////////////////////////////////////////////////////////
#include <iostream>
#include <vector>
#include <memory>
#include <cmath>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <GL/gl.h>
#include <GL/glu.h>
#include <SFMLTools/FreeFlyCamera.hpp>
// Yes, this is a uggly hack... I need it to make this test work
#define private public
#include <Skeleton/Skeleton.hpp>
#undef private
// Full hd : 1920x1080
constexpr auto WIDTH = 1920;
constexpr auto HEIGHT = 1080;
void drawScene(sft::FreeFlyCamera const& camera, Skeleton const& s, Skeleton const& s2, std::vector<std::pair<unsigned int, unsigned int>> const& matching, std::vector<std::array<float,3>> const& colors);
int main(int argc, char *argv[])
{
if (argc < 2)
{
std::cout << "I need a skeleton !" << std::endl;
return -1;
}
std::srand(std::time(0));
// Création de la fenêtre
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT),
"Skeleton",
sf::Style::Fullscreen,
sf::ContextSettings(32));
window.setVerticalSyncEnabled(true);
window.setMouseCursorVisible(false);
//Initialisation du mode 3D
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70,(double)WIDTH/HEIGHT,0.2,10000);
// Initialisation de Z-Buffer
glEnable(GL_DEPTH_TEST);
// Activer les textures
glEnable(GL_TEXTURE_2D);
// Autoriser la transparence
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Ces 2 lignes améliorent le rendu
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);
// On efface le tampon d'affichage
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFlush();
// Init mesh
Skeleton s, s2;
s.loadFromFile(std::string{argv[1]});
std::vector<std::pair<unsigned int, unsigned int>> matching;
s.split();
#include "init.cxx"
if (argc > 2)
{
s2.loadFromFile(std::string{argv[2]});
s2.split();
std::swap(s2.m_branches[0], s2.m_branches[1]);
std::cout << "Matching..." << std::endl;
matching = branchesMatching(keypoints1, s, s2);
std::cout << "Finished..." << std::endl;
for (auto const& pair : matching)
std::cout << pair.first << " -> " << pair.second << std::endl;
}
std::vector<std::array<float,3>> colors;
for (auto i = 0u; i < s.numberOfBranches(); i++)
{
float r = static_cast<float>(std::rand())/RAND_MAX;
float g = static_cast<float>(std::rand())/RAND_MAX;
float b = static_cast<float>(std::rand())/RAND_MAX;
colors.push_back({{r,g,b}});
}
// Camera
auto camera = sft::FreeFlyCamera{};
// la boucle principale
auto running = true;
auto captureRequired = false;
while (running)
{
// gestion des évènements
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
{
// on stoppe le programme
running = false;
}
else if (event.type == sf::Event::KeyPressed)
{
if (event.key.code == sf::Keyboard::Escape)
{
running = false;
}
else if (event.key.code == sf::Keyboard::P)
{
captureRequired = true;
}
}
else if (event.type == sf::Event::MouseMoved)
{
// Hum...
}
else if (event.type == sf::Event::Resized)
{
// on ajuste le viewport lorsque la fenêtre est redimensionnée
glViewport(0, 0, event.size.width, event.size.height);
}
}
// Les trucs qui sont pas des évènements
camera.nextStep(WIDTH, HEIGHT);
sf::Mouse::setPosition(sf::Vector2i{WIDTH/2, HEIGHT/2});
// Dessin de la scene
drawScene(camera, s, s2, matching, colors);
if (captureRequired)
{
window.capture().saveToFile("capture.jpg");
captureRequired = false;
}
// termine la trame courante (en interne, échange les deux tampons de rendu)
window.display();
}
// libération des ressources...
return 0;
}
void drawScene(sft::FreeFlyCamera const& camera, Skeleton const& split, Skeleton const& split2, std::vector<std::pair<unsigned int, unsigned int>> const& matching, std::vector<std::array<float,3>> const& colors)
{
// Initialisation
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Position Camera gluLookAt(positionCamera, positionCible, vecteurVertical)
camera.look();
for (auto i = 0u; i < matching.size(); i++)
{
// Find random color
glColor3f(colors[i][0], colors[i][1], colors[i][2]);
split.draw(i);
glPushMatrix();
glTranslatef(1000,0,0);
split2.draw(i);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-1500,0);
split.draw(matching[i].first);
glPushMatrix();
glTranslatef(1000,0,0);
split2.draw(matching[i].second);
glPopMatrix();
glPopMatrix();
}
// MAJ de l'écran
glFlush();
}