SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneVideoTrackChessboard.cpp
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1 /**
2  * \file AppDemoSceneVideoChessboard.cpp
3  * \brief Implementation for an SLScene inherited class
4  * \details For more info about App framework and the scene assembly see:
5  * https://cpvrlab.github.io/SLProject4/app-framework.html
6  * \date May 2024
7  * \authors Marino von Wattenwyl
8  * \copyright http://opensource.org/licenses/GPL-3.0
9  * \remarks Please use clangformat to format the code. See more code style on
10  * https://github.com/cpvrlab/SLProject4/wiki/SLProject-Coding-Style
11  */
12 
14 #include <AppCommon.h>
15 #include <AppDemoSceneID.h>
16 #include <CVCapture.h>
17 #include <CVTrackedChessboard.h>
18 #include <CVCalibrationEstimator.h>
19 #include <SLAssetLoader.h>
20 #include <SLLightSpot.h>
21 #include <SLBox.h>
22 #include <SLCoordAxis.h>
23 
24 // Global pointers declared in AppDemoVideo
26 extern CVTracked* gVideoTracker;
28 
29 //-----------------------------------------------------------------------------
31  : SLScene("Chessboard Video"),
32  _sceneID(sid)
33 {
34  switch (_sceneID)
35  {
36  case SID_VideoTrackChessMain: name("Track Chessboard (main cam.)"); break;
37  case SID_VideoTrackChessScnd: name("Track Chessboard (scnd.cam.)"); break;
38  case SID_VideoCalibrateMain: name("Calibrate Main Camera"); break;
39  case SID_VideoCalibrateScnd: name("Calibrate Scnd. Camera"); break;
40  default: name("Unknow SceneID");
41  }
42 }
43 //-----------------------------------------------------------------------------
44 //! All assets the should be loaded in parallel must be registered in here.
46 {
47  // Create video texture on global pointer updated in AppDemoVideo
50  "LiveVideoError.png",
51  GL_LINEAR,
52  GL_LINEAR);
53 
54  // Create a chessboard tracker
55  al.addLoadTask([]()
56  {
58  gVideoTracker->drawDetection(true); });
59 }
60 //-----------------------------------------------------------------------------
61 //! After parallel loading of the assets the scene gets assembled in here.
63  SLSceneView* sv)
64 {
65  /*
66  The tracking of markers is done in AppDemoVideo::onUpdateTracking by
67  calling the specific CVTracked::track method. If a marker was found it
68  overwrites the linked nodes object matrix (SLNode::_om).
69  If the linked node is the active camera the found transform is additionally
70  inversed. This would be the standard augmented realty use case.
71  The chessboard marker used in these scenes is also used for the camera
72  calibration. The different calibration state changes are also handled in
73  AppDemoVideo::onUpdateVideo.
74  */
75  // Setup here only the requested scene.
78  {
81  else
83  }
84  else if (_sceneID == SID_VideoCalibrateMain)
85  {
87  {
90  }
92  }
93  else if (_sceneID == SID_VideoCalibrateScnd)
94  {
96  {
99  }
101  }
102 
103  // Material
104  SLMaterial* yellow = new SLMaterial(am,
105  "mY",
106  SLCol4f(1, 1, 0, 0.5f));
107 
108  // set the edge length of a chessboard square
109  SLfloat e1 = 0.028f;
110  SLfloat e3 = e1 * 3.0f;
111  SLfloat e9 = e3 * 3.0f;
112 
113  // Create a scene group node
114  SLNode* scene = new SLNode("scene node");
115 
116  // Create a camera node
117  SLCamera* cam1 = new SLCamera();
118  cam1->name("camera node");
119  cam1->translation(0, 0, 5);
120  cam1->lookAt(0, 0, 0);
121  cam1->focalDist(5);
122  cam1->clipFar(10);
123  cam1->fov(CVCapture::instance()->activeCamera->calibration.cameraFovVDeg());
125  cam1->setInitialState();
127  scene->addChild(cam1);
128 
129  // Create a light source node
130  SLLightSpot* light1 = new SLLightSpot(am, this, e1 * 0.5f);
131  light1->translate(e9, e9, e9);
132  light1->name("light node");
133  scene->addChild(light1);
134 
135  // Build mesh & node
138  {
139  SLBox* box = new SLBox(am,
140  0.0f,
141  0.0f,
142  0.0f,
143  e3,
144  e3,
145  e3,
146  "Box",
147  yellow);
148  SLNode* boxNode = new SLNode(box,
149  "Box Node");
150  boxNode->setDrawBitsRec(SL_DB_CULLOFF, true);
151  SLNode* axisNode = new SLNode(new SLCoordAxis(am),
152  "Axis Node");
153  axisNode->setDrawBitsRec(SL_DB_MESHWIRED, false);
154  axisNode->scale(e3);
155  boxNode->addChild(axisNode);
156  scene->addChild(boxNode);
157  }
158 
159  // The tracker moves the camera node
160  gVideoTrackedNode = cam1;
161 
162  // pass the scene group as root node
163  root3D(scene);
164 
165  // Set active camera
166  sv->camera(cam1);
167  sv->doWaitOnIdle(false);
168 }
169 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
Definition of scene IDs in the demo app.
@ SID_VideoTrackChessScnd
@ SID_VideoCalibrateScnd
@ SID_VideoCalibrateMain
@ SID_VideoTrackChessMain
SLNode * gVideoTrackedNode
SLGLTexture * gVideoTexture
CVTracked * gVideoTracker
Class declaration for an SLScene inherited class.
@ VT_SCND
Selfie camera on mobile devices.
Definition: CVCapture.h:43
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
float SLfloat
Definition: SL.h:173
#define SL_DB_CULLOFF
Turn off face culling.
Definition: SLDrawBits.h:28
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
int SLSceneID
Scene identifier.
Definition: SLEnums.h:91
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static CVCalibrationEstimator * calibrationEstimator
Definition: AppCommon.h:107
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLstring calibIniPath
That's where data/calibrations folder is located.
Definition: AppCommon.h:108
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
void videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
Definition: CVCapture.cpp:866
static CVCapture * instance()
Public static instance getter for singleton pattern.
Definition: CVCapture.h:65
OpenCV chessboard tracker class derived from CVTracked.
CVTracked is the pure virtual base class for tracking features in video.
Definition: CVTracked.h:50
void drawDetection(bool draw)
Definition: CVTracked.h:60
void addLoadTask(SLAssetLoadTask task)
Add generic task.
void addTextureToLoad(SLGLTexture *&texture, const SLstring &path, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)
Add 2D textures with internal image allocation.
Toplevel holder of the assets meshes, materials, textures and shaders.
void texture(SLGLTexture *backgroundTexture, bool fixAspectRatio=false)
If flag _repeatBlurred is true the texture is not distorted if its size does not fit to screen aspect...
Axis aligned box mesh.
Definition: SLBox.h:31
Active or visible camera node class.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void fov(const SLfloat fov)
vertical field of view
Definition: SLCamera.h:98
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
Texture object for OpenGL texturing.
Definition: SLGLTexture.h:110
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
void addChild(SLNode *child)
Definition: SLNode.cpp:207
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
Definition: SLNode.cpp:828
void scale(SLfloat s)
Definition: SLNode.h:640
void setInitialState()
Definition: SLNode.cpp:1084
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
Definition: SLNode.h:652
void setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
void name(const SLstring &Name)
Definition: SLObject.h:34
const SLstring & name() const
Definition: SLObject.h:38
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
void doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149