SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneVideoTrackFeatures.cpp
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1 /**
2  * \file AppDemoSceneVideoTrackFeatures.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 <CVCapture.h>
16 #include <CVTrackedFeatures.h>
17 #include <SLAssetLoader.h>
18 #include <SLLightSpot.h>
19 #include <SLBox.h>
20 #include <SLCoordAxis.h>
21 
22 // Global pointers declared in AppDemoVideo
24 extern CVTracked* gVideoTracker;
26 
27 //-----------------------------------------------------------------------------
29  : SLScene("2D Feature Tracking")
30 {
31  info("Augmented Reality 2D Feature Tracking: You need to print out the "
32  "stones image target from the file data/calibrations/vuforia_markers.pdf");
33 }
34 //-----------------------------------------------------------------------------
35 //! All assets the should be loaded in parallel must be registered in here.
37 {
38  // Create video texture on global pointer updated in AppDemoVideo
41  "LiveVideoError.png",
42  GL_LINEAR,
43  GL_LINEAR);
44 
45  // Create feature tracker
46  al.addLoadTask([]() {
47  gVideoTracker = new CVTrackedFeatures(AppCommon::texturePath + "features_stones.jpg");
49  });
50 }
51 //-----------------------------------------------------------------------------
52 //! After parallel loading of the assets the scene gets assembled in here.
54  SLSceneView* sv)
55 {
56  /*
57  The tracking of markers is done in AppDemoVideo::onUpdateVideo by calling
58  the specific CVTracked::track method. If a marker was found it overwrites
59  the linked nodes object matrix (SLNode::_om). If the linked node is the
60  active camera the found transform is additionally inversed. This would be
61  the standard augmented reality use case.
62  */
63 
65 
66  SLCamera* cam1 = new SLCamera("Camera 1");
67  cam1->translation(0, 2, 60);
68  cam1->lookAt(15, 15, 0);
69  cam1->clipNear(0.1f);
70  cam1->clipFar(1000.0f); // Increase to infinity?
71  cam1->setInitialState();
74 
75  SLLightSpot* light1 = new SLLightSpot(am,
76  this,
77  420,
78  420,
79  420,
80  1);
81  light1->powers(1.0f, 1.0f, 1.0f);
82 
83  // Coordinate axis node
84  SLNode* axis = new SLNode(new SLCoordAxis(am),
85  "Axis Node");
86  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
87  axis->scale(100);
88  axis->rotate(-90, 1, 0, 0);
89 
90  // Yellow center box
91  SLMaterial* yellow = new SLMaterial(am,
92  "mY",
93  SLCol4f(1, 1, 0, 0.5f));
94  SLNode* box = new SLNode(new SLBox(am,
95  0,
96  0,
97  0,
98  100,
99  100,
100  100,
101  "Box",
102  yellow),
103  "Box Node");
104  box->rotate(-90, 1, 0, 0);
105 
106  // Scene structure
107  SLNode* scene = new SLNode("Scene");
108  root3D(scene);
109  scene->addChild(light1);
110  scene->addChild(axis);
111  scene->addChild(box);
112  scene->addChild(cam1);
113 
114  // The tracker moves the camera
115  gVideoTrackedNode = cam1;
116 
117  sv->doWaitOnIdle(false); // for constant video feed
118  sv->camera(cam1);
119 }
120 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
SLNode * gVideoTrackedNode
SLGLTexture * gVideoTexture
CVTracked * gVideoTracker
Class declaration for an SLScene inherited class.
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading 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
CVTrackedFeatures is the main part of the AR Christoffelturm scene.
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 clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
SLBackground & background()
Definition: SLCamera.h:165
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
Texture object for OpenGL texturing.
Definition: SLGLTexture.h:110
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
Definition: SLLight.h:74
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 rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
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
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
SLstring & info()
Definition: SLScene.h:102
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