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DisplayGLImage.cpp
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DisplayGLImage.cpp
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#include "DisplayGLImage.h"
#include "DrawPrimitives.h"
#include "DetectCollision.h"
#include "glut.h"
#include <Windows.h>
#include <CoordinateConverter.h>
extern int flag = 0;
extern float pose[16] = { 0 };
extern float startime = 0;
extern float ballx = 0, bally = 0, ballz = 0;
void InitBall();
extern float starSpeed = 0.01;
float shadowFlag = 0;
int modelLevel = 1;
void modelTransfer();
/**
* Initialize open GL window
*/
void initGL(){
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelZoom(1.0, -1.0);
// enable and set colors
glEnable( GL_COLOR_MATERIAL );
glClearColor( 0.0, 0.0, 0.0, 1.0 );
// enable and set depth parameters
glEnable( GL_DEPTH_TEST );
glClearDepth( 1.0 );
// enable texture
glEnable(GL_TEXTURE_2D);
// light parameters
GLfloat light_pos[] = {1.0, 1.0, 1.0, 0.0};
GLfloat light_amb[] = {0.2, 0.2, 0.2, 1.0};
GLfloat light_dif[] = {0.7, 0.7, 0.7, 1.0};
// enable lighting
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_dif);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
InitBall();
}
/**
* render window image with openGL
* @param window displaying window
* @param img_bgr background image from camera.
*/
void display(GLFWwindow* window, const cv::Mat& img_bgr, float poseMatrices[][16], int codes_count, int width_gl, int height_gl, int& starnum) {
glfwGetFramebufferSize(window, &width_gl, &height_gl);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, width_gl, 0.0, height_gl);
glRasterPos2i(0, height_gl - 1);
glDrawPixels(width_gl, height_gl, GL_BGR_EXT, GL_UNSIGNED_BYTE, img_bgr.data);
glPopMatrix();
glLoadIdentity();
gluPerspective(virtual_camera_angle, ((double)width_gl / (double)height_gl), 0.01, 100);
glEnable(GL_DEPTH_TEST);
/* rendering openGL ----------------------------------------- */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (poseMatrices[1] != NULL) {
glPushMatrix();
glLoadMatrixf(poseMatrices[1]);
glScalef(0.05f, 0.05f, 0.05f);
// Draw field
drawField();
glPopMatrix();
}
if (poseMatrices[0] != NULL) {
glPushMatrix();
glLoadMatrixf(poseMatrices[0]);
glScalef(0.05f, 0.05f, 0.05f);
// Draw cylinder
glColor4f(0.0, 1.0, 1.0, 1.0);
drawCylinder(0.5, 0.1, 2, 10);
//DrawBall();
glPopMatrix();
}
/* detect collision*/
float ball[16] = { 1,0,0,0,
0,1,0,0,
0,0,1,0,
ballx,bally,ballz,1 };
DetectCollision(poseMatrices, ball, starnum, flag, pose, startime);
/* plot ball*/
if (ballz > 0)
{
ballz = ballz - starSpeed;
}
else
{
InitBall();
}
float modelBall[16];
Game2ModelMatrix(modelBall, ball, poseMatrices[1]);
if (modelBall != NULL) {
glPushMatrix();
glLoadMatrixf(modelBall);
glScalef(0.05f, 0.05f, 0.05f);
// Draw cylinder
switch (starnum % 7)
{
case(1): glColor3f(1.0, 0.0, 0.0); break; //red
case(2): glColor3f(0.0, 1.0, 0.0); break; //green
case(3): glColor3f(0.0, 0.0, 1.0); break; //blue
case(4): glColor3f(1.0, 1.0, 0.0); break; //yellow
case(5): glColor3f(1.0, 0.0, 1.0); break; //pink
case(6): glColor3f(0.0, 1.0, 1.0); break; //cyan-blue
case(7): glColor3f(1.0, 1.0, 1.0); break; //white
}
//glColor4f(0.0, 1.0, 1.0, 1.0);
//drawCylinder(0.5, 0.1, 2, 10);
drawSphere(0.5, 40, 50);
glPopMatrix();
}
/* detect whether transfer model*/
modelTransfer();
if (shadowFlag == 1)
{
float shadow[16];
memcpy(shadow, ball, 16 * sizeof(float));
shadow[14] = 0.0f;
float modelshadow[16];
Game2ModelMatrix(modelshadow, shadow, poseMatrices[1]);
if (modelshadow != NULL)
{
glPushMatrix();
{
glLoadMatrixf(modelshadow);
glScalef(0.05f, 0.05f, 0.05f);
glColor3f(0.1f, 0.1f, 0.1f);
drawCircle();
}
glPopMatrix();
}
}
/* print shift to restart the game */
CleanScreen(flag, startime, starnum, poseMatrices);
}
void InitBall()
{
ballz = 1;
ballx = 0.1+(rand() % 80) / (float)100;
bally = 0.1+(rand() % 80) / (float)100;
}
void modelTransfer()
{
if ((GetAsyncKeyState(VK_UP) & 0X8000)==0X8000)
{
if(modelLevel<2)
modelLevel++;
}
if ((GetAsyncKeyState(VK_DOWN) & 0X8000) == 0X8000)
{
if (modelLevel > 0)
modelLevel--;
}
switch (modelLevel)
{
// Easy
case(0): {
shadowFlag = 1;
starSpeed = 0.01;
break;
}
// Medium
case(1): {
shadowFlag = 0;
starSpeed = 0.01;
break;
}
// Difficult
case(2): {
shadowFlag = 0;
starSpeed = 0.05;
break;
}
}
}