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offscreen.cpp
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offscreen.cpp
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#include "offscreen.h"
int OffscreenGL::glutWin = -1;
bool OffscreenGL::glutInitialized = false;
OffscreenGL::OffscreenGL(int maxHeight, int maxWidth) {
if (!glutInitialized) {
int argc = 1;
char *argv = "test";
glutInit(&argc, &argv);
glutInitialized = true;
}
glutInitDisplayMode(GLUT_DEPTH | GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(maxWidth, maxHeight);
// create or set window & off-screen framebuffer
if (glutWin < 0) {
glutWin = glutCreateWindow("OpenGL");
glutHideWindow();
glewInit();
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glGenTextures(1, &renderTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, renderTex);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, maxWidth, maxHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, depthTex);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH24_STENCIL8, maxWidth, maxHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, renderTex, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_RECTANGLE_ARB, depthTex, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT|GL_DEPTH_ATTACHMENT_EXT);
} else {
glutSetWindow(glutWin);
}
}
OffscreenGL::~OffscreenGL() {
}
void cameraSetup(double zNear, double zFar, double *intrinsics, unsigned int imgHeight, unsigned int imgWidth) {
double viewMat[] = {1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1};
double fcv[] = {intrinsics[0], intrinsics[1]};
double ccv[] = {intrinsics[2], intrinsics[3]};
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(viewMat);
double left = - ccv[0] / fcv[0] * zNear;
double bottom = (ccv[1] - (double)(imgHeight-1)) / fcv[1] * zNear;
double right = ((double)imgWidth - 1.0 - ccv[0]) / fcv[0] * zNear;
double top = ccv[1] / fcv[1] * zNear;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left, right, bottom, top, zNear, zFar);
glViewport(0, 0, imgWidth, imgHeight);
}
GLuint createDisplayList(int *fM, int fNum, double *vM, int vNum) {
GLuint theShape;
int *fp;
int vIndex;
theShape = glGenLists(1);
glNewList(theShape, GL_COMPILE);
glBegin(GL_TRIANGLES);
for (int i = 0; i < fNum; i++) {
fp = fM + i * 3;
vIndex = fp[0] * 3;
glVertex3d(vM[vIndex], vM[vIndex + 1], vM[vIndex + 2]);
vIndex = fp[1] * 3;
glVertex3d(vM[vIndex], vM[vIndex + 1], vM[vIndex + 2]);
vIndex = fp[2] * 3;
glVertex3d(vM[vIndex], vM[vIndex + 1], vM[vIndex + 2]);
}
glEnd();
glEndList();
return theShape;
}
void drawPatchToDepthBuffer(GLuint listName, float *depthBuffer, unsigned int imgHeight, unsigned int imgWidth, double *zNearFarV) {
glCallList(listName);
glFlush();
// bug fix for Nvidia
unsigned int paddedWidth = imgWidth % 4;
if (paddedWidth != 0) paddedWidth = 4 - paddedWidth + imgWidth;
else paddedWidth = imgWidth;
// Read off of the depth buffer
float *dataBuffer_depth = (float *)malloc(paddedWidth * imgHeight * sizeof(GL_FLOAT));
glReadPixels(0, 0, paddedWidth, imgHeight, GL_DEPTH_COMPONENT, GL_FLOAT, dataBuffer_depth);
float n = zNearFarV[0];
float f = zNearFarV[1];
int out_idx = 0;
for (unsigned int i = 0; i < imgHeight; i++) {
for (unsigned int j = 0; j < imgWidth; j++) {
int ogl_idx = (j + (imgHeight-1-i) * paddedWidth);
float depth = dataBuffer_depth[ogl_idx];
if(depth < 1) {
depthBuffer[out_idx] = -f*n/(depth*(f-n)-f);
}
else {
depthBuffer[out_idx] = -1;
}
out_idx++;
}
}
free(dataBuffer_depth);
}
void renderDepthMesh(int *FM, int fNum, double *VM, int vNum, double *intrinsics, int *imgSizeV, double *zNearFarV, float *depthBuffer) {
OffscreenGL offscreenGL(imgSizeV[0], imgSizeV[1]);
cameraSetup(zNearFarV[0], zNearFarV[1], intrinsics, imgSizeV[0], imgSizeV[1]);
GLuint list = createDisplayList(FM, fNum, VM, vNum);
drawPatchToDepthBuffer(list, depthBuffer, imgSizeV[0], imgSizeV[1], zNearFarV);
if (list) {
glDeleteLists(list, 1);
list = 0;
}
}