#define GLEW_STATIC #include #include #include #include #include #include #include #include #include #include #include "lib.h" #include "ringbuf.h" #define PI 3.141593654 using namespace cv; #define SOCKETPATH "/home/flo/uds_socket" #define PX_PER_DEG 16.0 #define PX_PER_DEG_CANVAS 16 #define CANVAS_XDEG 450 #define CANVAS_YDEG 120 #define CANVAS_WIDTH CANVAS_XDEG*PX_PER_DEG_CANVAS #define CANVAS_HEIGHT CANVAS_YDEG*PX_PER_DEG_CANVAS #define SCREEN_WIDTH (1920/2) #define SCREEN_HEIGHT (1080/2) #define EYE_WIDTH (SCREEN_WIDTH/2) #define EYE_HEIGHT SCREEN_HEIGHT #define EYE_XDEG 30 const char* justDrawASpriteVertexSource = "#version 150\n" "in vec2 position;\n" "in vec2 texcoord;\n" "out vec2 Texcoord;\n" "void main()\n" "{\n" " gl_Position = vec4(position, 0.0, 1.0);\n" " Texcoord = texcoord;\n" "}\n"; //(1*tan(oeffnungswinkel/2) , 0 , 1) soll auf (XRES, YRES/2) mappen //M*p = (alphax*tan(w/2)+XRES/2, YRES/2, 1) //also XRES/2 / tan(w/2) = alphax const char* drawOnCanvasFragmentSource = "#version 150\n" "uniform sampler2D texVideo;\n" "uniform float cam_yaw;\n" "uniform float cam_pitch;\n" "uniform float cam_roll;\n" "const float CAM_XRES=1280;\n" "const float CAM_YRES=720;\n" "const float CAM_XDEG=70/180.*3.141592654;\n" "const float CAM_FX=CAM_XRES/2.0 / tan(CAM_XDEG/2.0);\n" //"const float CAM_FX=1;\n" "const mat3 cam_cal = transpose(mat3(CAM_FX, 0, CAM_XRES/2, 0, CAM_FX, CAM_YRES/2, 0,0,1));\n" "const mat3 math_to_opencv = transpose(mat3(0,1,0, 0,0,1, -1,0,0));\n" "in vec2 Texcoord;\n" "out vec4 outColor;\n" "void main()\n" "{\n" " // cam_rot rotates a pixel FROM world TO cam frame\n" " mat3 cam_rot = transpose(mat3(1,0,0, 0,cos(cam_roll),sin(cam_roll), 0,-sin(cam_roll),cos(cam_roll))) * transpose(mat3(cos(cam_pitch),0,-sin(cam_pitch), 0,1,0, sin(cam_pitch),0,cos(cam_pitch))) * transpose(mat3(cos(cam_yaw),sin(cam_yaw),0,-sin(cam_yaw),cos(cam_yaw),0,0,0,1));\n" // " mat3 cam_rot = transpose(mat3(1,0,0, 0,1,0, 0,0,1));\n" " // Texcoord.xy is yaw/pitch in the unit sphere\n" " vec3 point_in_world_frame = vec3( cos(Texcoord.x)*cos(Texcoord.y), sin(Texcoord.x)*cos(Texcoord.y), -sin(Texcoord.y) );\n" // " if ((0.2< abs(point_in_world_frame.z)) && (abs(point_in_world_frame.z) < 0.3)) outColor=vec4(1,1,1,1); else outColor=vec4(0,0,0,1); return;" " vec3 point_in_cam_frame = cam_rot * point_in_world_frame;\n" " vec3 point_in_cam_pic_uniform = cam_cal * math_to_opencv * point_in_cam_frame;\n" " vec2 point_in_cam_pic = point_in_cam_pic_uniform.xy / point_in_cam_pic_uniform.z;\n" " if ( point_in_cam_pic_uniform.z < 0 && \n" " (0 <= point_in_cam_pic.x && point_in_cam_pic.x < CAM_XRES) && \n" " (0 <= point_in_cam_pic.y && point_in_cam_pic.y < CAM_YRES) ) \n" " outColor = texture(texVideo, vec2(1.0,1.0)-point_in_cam_pic/vec2(CAM_XRES,CAM_YRES));\n" //" outColor = vec4(point_in_cam_pic/vec2(CAM_XRES,CAM_YRES),-point_in_cam_pic_uniform.z/1000,1);\n" " else\n" " outColor = vec4(0.0,0.0,0.0,0.00);" "}\n"; const char* justDrawASpriteFragmentSource = "#version 150\n" "uniform sampler2D texVideo;\n" "in vec2 Texcoord;\n" "out vec4 outColor;\n" "void main()\n" "{\n" " outColor = texture(texVideo, Texcoord);\n" "}\n"; const char* oculusVertexSource = "#version 150\n" "in vec2 position;\n" "out vec2 Screencoord;\n" "void main()\n" "{\n" " gl_Position = vec4(position, 0.0, 1.0);\n" " Screencoord = position;\n" "}\n"; const char* oculusFragmentSource = "#version 150\n" "uniform sampler2D texVideo;\n" "in vec2 Screencoord;\n" "out vec4 outColor;\n" "const vec2 LeftLensCenter = vec2(0.2, 0.);\n" "const vec2 RightLensCenter = vec2(-0.2, 0.);\n" //"const vec4 HmdWarpParam = vec4(1, 0, 0, 0);\n" "const vec4 HmdWarpParam = vec4(1, 0.2, 0.1, 0);\n" "const float aberr_r = 0.97;\n" "const float aberr_b = 1.03;\n" // "const float aberr_r = 0.985;\n" // "const float aberr_b = 1.015;\n" "void main()\n" "{\n" " vec2 LensCenter = Screencoord.x < 0 ? LeftLensCenter : RightLensCenter;\n" " float x = (Screencoord.x > 0? Screencoord.x : (Screencoord.x+1))*2 -1;\n" // between -1 and 1 " float y = (Screencoord.y);\n" " vec2 theta = (vec2(x,y) - LensCenter);\n" " float rSq = theta.x*theta.x+theta.y*theta.y;\n" " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +" " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n" " vec2 loc_r = (aberr_r * rvector + LensCenter)/vec2(2,2)+vec2(0.5,0.5);\n" " vec2 loc_g = ( 1 * rvector + LensCenter)/vec2(2,2)+vec2(0.5,0.5);\n" " vec2 loc_b = (aberr_b * rvector + LensCenter)/vec2(2,2)+vec2(0.5,0.5);\n" "\n" " float rval = texture(texVideo, loc_r).b;\n" " float gval = texture(texVideo, loc_g).g;\n" " float bval = texture(texVideo, loc_b).r;\n" " outColor = vec4(rval,gval,bval,1.0);\n" "}\n"; const char* oculusDummyFragmentSource = "#version 150\n" "uniform sampler2D texVideo;\n" "in vec2 Screencoord;\n" "out vec4 outColor;\n" "void main()\n" "{\n" " outColor = texture(texVideo, Screencoord/vec2(2,2)+vec2(0.5,0.5));\n" "}\n"; const char* justDrawASpriteFragmentSourceGray = "#version 150\n" "uniform sampler2D texVideo;\n" "in vec2 Texcoord;\n" "out vec4 outColor;\n" "void main()\n" "{\n" " float gray = (texture(texVideo, Texcoord).r+ texture(texVideo, Texcoord).g + texture(texVideo, Texcoord).b)/3.;\n" " if (Texcoord.x < 0.5) gray=1.0-gray;\n" " outColor = vec4(gray,gray,gray,1.0);\n" "}\n"; float vertices[] = { -1.f, 1.f, -PI,PI/2, // Vertex 1 (X, Y) 1.f, 1.f, PI,PI/2, // Vertex 2 (X, Y) 1.f, -1.f, PI,-PI/2, // Vertex 3 (X, Y) 1.f, -1.f, PI,-PI/2, // Vertex 3 (X, Y) -1.f, -1.f, -PI,-PI/2, // Vertex 4 (X, Y) -1.f, 1.f, -PI,PI/2 // Vertex 1 (X, Y) }; float wholescreenVertices[] = { -1.f, -1.f, // Vertex 1 (X, Y) 1.f, -1.f, // Vertex 2 (X, Y) 1.f, 1.f, // Vertex 3 (X, Y) 1.f, 1.f, // Vertex 3 (X, Y) -1.f, 1.f, // Vertex 4 (X, Y) -1.f, -1.f // Vertex 1 (X, Y) }; float quadVertices[] = { -1.f, -1.f, 0.f,0.f, // Vertex 1 (X, Y) 1.f, -1.f, 1.f,0.f, // Vertex 2 (X, Y) 1.f, 1.f, 1.f,1.f, // Vertex 3 (X, Y) 1.f, 1.f, 1.f,1.f, // Vertex 3 (X, Y) -1.f, 1.f, 0.f,1.f, // Vertex 4 (X, Y) -1.f, -1.f, 0.f,0.f // Vertex 1 (X, Y) }; void calcVerticesRotated(int xshift, int yshift, float angle, float* v) { Point2f pt; pt = Point2f( -cos(angle)*1280./2 + sin(angle)*720./2, +sin(angle)*1280./2 + cos(angle)*720./2 ); v[0]=v[20]=(float) ( pt.x + xshift) / PX_PER_DEG / CANVAS_XDEG * 2; v[1]=v[21]=(float) ( pt.y + yshift) / PX_PER_DEG / CANVAS_YDEG * 2; v[8]=v[12]=(float) (-pt.x + xshift) / PX_PER_DEG / CANVAS_XDEG * 2; v[9]=v[13]=(float) (-pt.y + yshift) / PX_PER_DEG / CANVAS_YDEG * 2; pt = Point2f( cos(angle)*1280./2 + sin(angle)*720./2, -sin(angle)*1280./2 + cos(angle)*720./2 ); v[4] =(float) ( pt.x + xshift) / PX_PER_DEG / CANVAS_XDEG * 2; v[5] =(float) ( pt.y + yshift)/ PX_PER_DEG / CANVAS_YDEG * 2; v[16]=(float) (-pt.x + xshift)/ PX_PER_DEG / CANVAS_XDEG * 2; v[17]=(float) (-pt.y + yshift) / PX_PER_DEG / CANVAS_YDEG * 2; } void calcVerticesRotated2(float xshift, float yshift, float angle, float* v) { v+=2; Point2f pt; float xd = EYE_XDEG; float yd = -EYE_XDEG * EYE_HEIGHT / EYE_WIDTH; pt = Point2f( -cos(angle)*xd/2 + sin(angle)*yd/2, +sin(angle)*xd/2 + cos(angle)*yd/2 ); v[0]=v[20]=(float) ( pt.x + xshift) / CANVAS_XDEG + 0.5; v[1]=v[21]=(float) ( pt.y + yshift) / CANVAS_YDEG + 0.5; v[8]=v[12]=(float) (-pt.x + xshift) / CANVAS_XDEG + 0.5; v[9]=v[13]=(float) (-pt.y + yshift) / CANVAS_YDEG + 0.5; pt = Point2f( cos(angle)*xd/2 + sin(angle)*yd/2, -sin(angle)*xd/2 + cos(angle)*yd/2 ); v[4] =(float) ( pt.x + xshift) / CANVAS_XDEG + 0.5; v[5] =(float) ( pt.y + yshift) / CANVAS_YDEG + 0.5; v[16]=(float) (-pt.x + xshift) / CANVAS_XDEG + 0.5; v[17]=(float) (-pt.y + yshift) / CANVAS_YDEG + 0.5; } void compileShaderProgram(const GLchar* vertSrc, const GLchar* fragSrc, GLuint& vertexShader, GLuint& fragmentShader, GLuint& shaderProgram) { GLint status; char buffer[512]; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertSrc, NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); glGetShaderInfoLog(vertexShader, 512, NULL, buffer); printf("vertex shader log:\n%s\n\n\n", buffer); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragSrc, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status); glGetShaderInfoLog(fragmentShader, 512, NULL, buffer); printf("fragment shader log:\n%s\n\n\n", buffer); // assemble shader program shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glBindFragDataLocation(shaderProgram, 0, "outColor"); // not neccessary glLinkProgram(shaderProgram); } GLuint newCanvasShaderProgram(GLuint vao, GLuint vbo) { GLuint vertexShader, fragmentShader, shaderProgram; compileShaderProgram(justDrawASpriteVertexSource, drawOnCanvasFragmentSource, vertexShader, fragmentShader, shaderProgram); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); // set up shaders GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0); GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord"); glEnableVertexAttribArray(texAttrib); glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float))); return shaderProgram; } GLuint justDrawASpriteShaderProgram(GLuint vao, GLuint vbo, bool gray=false) { GLuint vertexShader, fragmentShader, shaderProgram; compileShaderProgram(justDrawASpriteVertexSource, gray? justDrawASpriteFragmentSourceGray : justDrawASpriteFragmentSource, vertexShader, fragmentShader, shaderProgram); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); // set up shaders GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0); GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord"); glEnableVertexAttribArray(texAttrib); glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float))); return shaderProgram; } GLuint newOculusShaderProgram(GLuint vao, GLuint vbo) { GLuint vertexShader, fragmentShader, shaderProgram; compileShaderProgram(oculusVertexSource, oculusDummyFragmentSource, vertexShader, fragmentShader, shaderProgram); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); // set up shaders GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), 0); return shaderProgram; } GLFWwindow* initOpenGL() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "OpenGL", NULL, NULL); // Windowed // GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", glfwGetPrimaryMonitor(), nullptr); // Fullscreen glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; glewInit(); return window; } const int width = 1280, height = 720; float fixup_range(float a, float low, float upp) { float tot=upp-low; while (a < low) a+=tot; while (a>= upp) a-=tot; return a; } float fixup_angle(float a) { return fixup_range(a,-180,180); } void calc_undistort_maps(float px_per_deg, int width, int height, Mat& map1, Mat& map2) { Mat camera_matrix= Mat::zeros(3,3,CV_32FC1); camera_matrix.at(0,0)=1.0; //fx camera_matrix.at(1,1)=1.0; //fy camera_matrix.at(2,2)=1.0; // 1 camera_matrix.at(0,2)=1280/2.; //cx camera_matrix.at(1,2)=720/2.; //cy Mat camera_matrix2 = camera_matrix.clone(); camera_matrix2.at(0,2)=width/2.; //cx camera_matrix2.at(1,2)=height/2.; //cy float px_per_rad = px_per_deg * PI / 180.; Matx dist_coeffs(-px_per_rad*px_per_rad/3.f, px_per_rad*px_per_rad*px_per_rad*px_per_rad/5.f, 0.f, 0.f, -px_per_rad*px_per_rad*px_per_rad*px_per_rad*px_per_rad*px_per_rad/7.f); initUndistortRectifyMap(camera_matrix, dist_coeffs, Mat(), camera_matrix2, Size(width,height), CV_32FC1, map1, map2); } void genFramebuffer(GLuint& frameBuffer, GLuint& texColorBuffer, int w, int h, bool wrap) { glGenFramebuffers(1, &frameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); glGenTextures(1, &texColorBuffer); glBindTexture(GL_TEXTURE_2D, texColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap?GL_REPEAT:GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap?GL_REPEAT:GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0); } int main(int argc, const char** argv) { GLFWwindow* window = initOpenGL(); GLuint vaoCanvas, vaoQuad, vaoWholescreenQuad; glGenVertexArrays(1, &vaoCanvas); glGenVertexArrays(1, &vaoQuad); glGenVertexArrays(1, &vaoWholescreenQuad); GLuint vboCanvas, vboQuad, vboWholescreenQuad; glGenBuffers(1, &vboCanvas); glGenBuffers(1, &vboQuad); glGenBuffers(1, &vboWholescreenQuad); glBindBuffer(GL_ARRAY_BUFFER, vboCanvas); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vboQuad); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vboWholescreenQuad); glBufferData(GL_ARRAY_BUFFER, sizeof(wholescreenVertices), wholescreenVertices, GL_STATIC_DRAW); // compile shaders GLuint shaderProgram = justDrawASpriteShaderProgram(vaoCanvas, vboCanvas); GLuint quadShaderProgram = justDrawASpriteShaderProgram(vaoQuad, vboQuad); GLuint oculusShaderProgram = newOculusShaderProgram(vaoWholescreenQuad, vboWholescreenQuad); GLuint drawOnCanvasProgram = newCanvasShaderProgram(vaoCanvas, vboCanvas); GLint uniCamYaw = glGetUniformLocation(drawOnCanvasProgram, "cam_yaw"); GLint uniCamPitch = glGetUniformLocation(drawOnCanvasProgram, "cam_pitch"); GLint uniCamRoll = glGetUniformLocation(drawOnCanvasProgram, "cam_roll"); // texture GLuint texVideo; glGenTextures(1, &texVideo); glBindTexture(GL_TEXTURE_2D, texVideo); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Framebuffer stuff GLuint canvasFB, canvasTex; genFramebuffer(canvasFB, canvasTex, CANVAS_WIDTH, CANVAS_HEIGHT, true); GLuint eyeFB, eyeTex; genFramebuffer(eyeFB, eyeTex, EYE_WIDTH, EYE_HEIGHT, false); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DroneConnection drone(SOCKETPATH); navdata_t navdata; Mat white(Size(1280,720), CV_8UC3, Scalar(255,255,255)); Mat map1(Size(width,height), CV_32FC1), map2(Size(width,height), CV_32FC1); calc_undistort_maps(80/1280., 1280,720, map1, map2); float scale_factor = 0.2; float diag = sqrt(1280*1280+720*720); float px_per_deg = diag / 92.; int virtual_canvas_width = 360. * px_per_deg; int virtual_canvas_height = 90. * px_per_deg; int real_canvas_extra_width = sqrt(1280*1280+720*720)*scale_factor/2 + 2; int real_canvas_width = virtual_canvas_width * scale_factor + 2*real_canvas_extra_width; int real_canvas_height = virtual_canvas_height * scale_factor; int total_x = 100, total_y = 00; float total_rot = 0.0; Mat frame(Size(1280,720), CV_8UC3), frame_(Size(1280,720), CV_8UC3), gray, oldgray; Mat screencontent(real_canvas_height,real_canvas_width, CV_8UC3); Mat screencontent_(real_canvas_height,real_canvas_width, CV_8UC3); Mat screencontent_mask(real_canvas_height,real_canvas_width, CV_8UC3); #define RINGBUF_SIZE 4 ModuloRingbuffer ringbuf_x(RINGBUF_SIZE, -virtual_canvas_width/2, virtual_canvas_width/2); Ringbuffer ringbuf_y(RINGBUF_SIZE); ModuloRingbuffer ringbuf_a(RINGBUF_SIZE, -180,180); ModuloRingbuffer ringbuf_phi(RINGBUF_SIZE, -180,180); ModuloRingbuffer ringbuf_psi(RINGBUF_SIZE, -180,180); ModuloRingbuffer ringbuf_psi2(40, -180,180); ModuloRingbuffer ringbuf_theta(RINGBUF_SIZE, -180,180); #define DELAY_SIZE 6 Ringbuffer delay_phi(DELAY_SIZE); // should delay sensor data by ~0.2sec Ringbuffer delay_psi(DELAY_SIZE); // that's the amount the video lags behind Ringbuffer delay_theta(DELAY_SIZE); // the sensor data for (int i=0; i<400;i++) { drone.get(frame_, &navdata); remap(frame_, frame, map1, map2, INTER_LINEAR); cvtColor(frame, oldgray, COLOR_BGR2GRAY); } char key; int adjust_phi=10; while ((key=waitKey(1)) != 'x') { drone.get(frame_, &navdata); delay_phi.put(navdata.phi); delay_psi.put(navdata.psi); delay_theta.put(navdata.theta); navdata.phi = delay_phi.front(); navdata.psi = delay_psi.front(); navdata.theta = delay_theta.front(); navdata.phi = fixup_angle(navdata.phi + adjust_phi); if (key=='q') adjust_phi++; if (key=='w') adjust_phi--; //for (int i=0; i<1280; i+=50) frame_.col(i)=Scalar(0,255,255); //for (int i=0; i<720; i+=50) frame_.row(i)=Scalar(0,255,255); remap(frame_, frame, map1, map2, INTER_LINEAR); cvtColor(frame, gray, COLOR_BGR2GRAY); Mat mat = estimateRigidTransform(gray, oldgray, false); float angle; int shift_x, shift_y; if (mat.total() > 0) { angle = atan2(mat.at(0,1), mat.at(0,0)) / PI * 180.; shift_x = mat.at(0,2) - width/2 + (mat.at(0,0)*width/2 + mat.at(0,1)*height/2); shift_y = mat.at(1,2) - height/2 + (mat.at(1,0)*width/2 + mat.at(1,1)*height/2); } else { angle = 0; shift_x = 0; shift_y = 0; printf("no mat!\n"); } total_x += cos(total_rot*PI/180.)*shift_x + sin(total_rot*PI/180.)*shift_y; total_y += -sin(total_rot*PI/180.)*shift_x + cos(total_rot*PI/180.)*shift_y; total_rot = fixup_angle(total_rot+angle); ringbuf_x.put(total_x); ringbuf_y.put(total_y); ringbuf_a.put(total_rot); ringbuf_phi.put(navdata.phi); ringbuf_psi.put(navdata.psi); ringbuf_psi2.put(navdata.psi); ringbuf_theta.put(navdata.theta); double xdiff = fixup_range( ringbuf_x.get() - px_per_deg*ringbuf_psi.get(), -virtual_canvas_width/2, virtual_canvas_width/2); double ydiff = ringbuf_y.get() + px_per_deg*ringbuf_theta.get(); double adiff = fixup_angle(ringbuf_a.get() - (-ringbuf_phi.get())); //if (fabs(xdiff) < px_per_deg) xdiff = 0.0; //if (fabs(ydiff) < px_per_deg) ydiff = 0.0; //if (fabs(adiff) < 2) adiff = 0.0; xdiff*=0.5; ydiff*=0.5; adiff*=0.5; total_x = fixup_range(total_x - xdiff, -virtual_canvas_width/2, virtual_canvas_width/2); total_y = total_y - ydiff; total_rot = fixup_angle(total_rot - adiff); ringbuf_x.add(-xdiff); ringbuf_y.add(-ydiff); ringbuf_a.add(-adiff); //total_x = navdata.psi * px_per_deg; //total_y = - navdata.theta * px_per_deg; //total_rot = -navdata.phi; glBindTexture(GL_TEXTURE_2D, texVideo); Mat frame_gl = frame.clone(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, frame_gl.size().width, frame_gl.size().height, 0, GL_RGB, GL_UNSIGNED_BYTE, frame_gl.ptr(0)); calcVerticesRotated2(ringbuf_psi2.get(),10,0,quadVertices); glBindBuffer(GL_ARRAY_BUFFER, vboQuad); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); glBindFramebuffer(GL_FRAMEBUFFER, canvasFB); glViewport(0,0,CANVAS_WIDTH,CANVAS_HEIGHT); glBindVertexArray(vaoCanvas); glUseProgram(drawOnCanvasProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texVideo); glUniform1f(uniCamYaw,(float)total_x/virtual_canvas_width*2*PI); glUniform1f(uniCamPitch,-(float)total_y/px_per_deg/180.*PI); glUniform1f(uniCamRoll,-total_rot/180.*PI); glDrawArrays(GL_TRIANGLES, 0, 6); glBindFramebuffer(GL_FRAMEBUFFER, eyeFB); glViewport(0,0,EYE_WIDTH,EYE_HEIGHT); glBindVertexArray(vaoQuad); glUseProgram(quadShaderProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, canvasTex); glDrawArrays(GL_TRIANGLES, 0, 6); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT); glBindVertexArray(vaoWholescreenQuad); glUseProgram(oculusShaderProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, canvasTex/*eyeTex*/); glDrawArrays(GL_TRIANGLES, 0, 6); glfwSwapBuffers(window); glfwPollEvents(); if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE); imshow("dingens",frame_); printf("sh: %i\t%i\t%f\n", shift_x, shift_y, angle); printf("tot: %i\t%i\t%f\n", total_x, total_y, total_rot); Mat rotmat = getRotationMatrix2D(Point2f(width/2,height/2), total_rot, scale_factor); printf("dingskram %i\n", rotmat.type()); rotmat.at(0,2) += total_x*scale_factor - width/2 + real_canvas_width/2; rotmat.at(1,2) += total_y*scale_factor - height/2 + real_canvas_height/2; warpAffine(frame, screencontent_ , rotmat, Size(real_canvas_width, real_canvas_height)); warpAffine(white, screencontent_mask, rotmat, Size(real_canvas_width, real_canvas_height)); threshold(screencontent_mask, screencontent_mask, 254, 255, THRESH_BINARY); erode(screencontent_mask, screencontent_mask, Mat::ones(2,2, CV_8U)); Mat screencontent_mask2; erode(screencontent_mask, screencontent_mask2, Mat::ones(30,200, CV_8U)); screencontent = (screencontent & (~screencontent_mask2)) + (screencontent_ & screencontent_mask2); Mat screencontent_displayed = (screencontent & (~screencontent_mask)) + (screencontent_ & screencontent_mask); printf("%i/%i\n", screencontent.size().width, screencontent.size().height); if (total_x > 0) screencontent.colRange(0, (2*real_canvas_extra_width)) = screencontent.colRange( real_canvas_width - 2*real_canvas_extra_width, real_canvas_width); else screencontent.colRange( real_canvas_width - 2*real_canvas_extra_width, real_canvas_width) = screencontent.colRange(0, (2*real_canvas_extra_width)); imshow("screencontent", screencontent_displayed); oldgray = gray.clone(); } //glDeleteFramebuffers(1, &frameBuffer); glfwTerminate(); return 0; }