OpenGL - 如何将仿射变换函数与程序中的事件连接起来

发布于 2024-12-14 15:04:16 字数 4764 浏览 1 评论 0原文

我是 openGL 的初学者。

我使用了一个在互联网上找到的程序在屏幕上绘制一个立方体,并根据某些键盘笔画对其进行平移、缩放和旋转。

下面,我附上了执行此操作的代码:

#define  RADDEG  57.29577951f

float XUP[3] = {1,0,0}, XUN[3] = {-1, 0, 0},
  YUP[3] = {0,1,0}, YUN[3] = { 0,-1, 0},
  ZUP[3] = {0,0,1}, ZUN[3] = { 0, 0,-1},
  ORG[3] = {0,0,0};

GLfloat viewangle = 0, tippangle = 0, traj[120][3];

GLfloat d[3] = {0.1, 0.1, 0.1};

GLfloat  xAngle = 0.0, yAngle = 0.0, zAngle = 0.0;

GLfloat scaleF = 0.2;


//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

//  Use arrow keys to rotate entire scene !!!

void Special_Keys (int key, int x, int y)
{
switch (key) {

   case GLUT_KEY_LEFT :  viewangle -= 5;  break;
   case GLUT_KEY_RIGHT:  viewangle += 5;  break;
   case GLUT_KEY_UP   :  tippangle -= 5;  break;
   case GLUT_KEY_DOWN :  tippangle += 5;  break;

   default: printf ("   Special key %c == %d\n", key, key);
}

glutPostRedisplay();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void Keyboard (unsigned char key, int x, int y)
{
switch (key) {

   case 'j' : d[0] += 0.1;  break;
   case 'k' : d[0] -= 0.1;  break;
   case 'n' : d[1] += 0.1; break;
   case 'm' : d[1] -= 0.1; break;
   //case 'l' : d[2] += 0.1;  break;

   case 'z' : xAngle += 5;  break;
   case 'x' : yAngle += 5;  break;
   case 'c' : zAngle += 5;  break;

   case 'q' : scaleF += 0.1; break;
   case 'w' : scaleF -= 0.1; break;

   default: cout<< "Redo a valid keystroke;"<<endl;
}

glutPostRedisplay();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void Triad (void)
{
glColor3f (1.0, 1.0, 1.0);

glBegin (GL_LINES);
   glVertex3fv (ORG); glVertex3fv (XUP);
   glVertex3fv (ORG); glVertex3fv (YUP);
   glVertex3fv (ORG); glVertex3fv (ZUP);
glEnd ();

glRasterPos3f (1.1, 0.0, 0.0);
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_18, 'X');

glRasterPos3f (0.0, 1.1, 0.0);
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_18, 'Y');

glRasterPos3f (0.0, 0.0, 1.1);
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_18, 'Z');
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void Draw_Box (void)
{
glBegin (GL_QUADS);

glColor3f(1,0,0);
    glVertex3f(1,1,1);
    glVertex3f(-1,1,1);
    glVertex3f(-1,-1,1);
    glVertex3f(1,-1,1);

    glColor3f(0,1,1);
    glVertex3f(1,1,-1);
    glVertex3f(-1,1,-1);
    glVertex3f(-1,-1,-1);
    glVertex3f(1,-1,-1);

    glColor3f(0,1,0);
    glVertex3f(1,1,1);
    glVertex3f(1,-1,1);
    glVertex3f(1,-1,-1);
    glVertex3f(1,1,-1);

    glColor3f(1,0,1);
    glVertex3f(-1,1,1);
    glVertex3f(-1,-1,1);
    glVertex3f(-1,-1,-1);
    glVertex3f(-1,1,-1);

    glColor3f(0,0,1);
    glVertex3f(1,1,1);
    glVertex3f(-1,1,1);
    glVertex3f(-1,1,-1);
    glVertex3f(1,1,-1);

    glColor3f(1,1,0);
    glVertex3f(1,-1,1);
    glVertex3f(-1,-1,1);
    glVertex3f(-1,-1,-1);
    glVertex3f(1,-1,-1);

glEnd();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void redraw (void)
{
int v;

glClear  (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);

glLoadIdentity ();

glTranslatef (0, 0, -3);
glRotatef (tippangle, 1,0,0);  // Up and down arrow keys 'tip' view.
glRotatef (viewangle, 0,1,0);  // Right/left arrow keys 'turn' view.

glDisable (GL_LIGHTING);

Triad ();

glPushMatrix ();
   glTranslatef (d[0], d[1], d[2]);    // Move box down X axis.
   glScalef (scaleF, scaleF, scaleF);
   glRotatef (zAngle, 0,0,1);
   glRotatef (yAngle, 0,1,0);
   glRotatef (xAngle, 1,0,0);
   Draw_Box ();
glPopMatrix ();

glutSwapBuffers();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void wait ( int seconds )
{
  clock_t endwait;
  endwait = clock () + seconds * CLOCKS_PER_SEC ;
  while (clock() < endwait) {}
}

int main (int argc, char **argv)
{
glutInit               (&argc, argv);
glutInitWindowSize     (900, 600);
glutInitWindowPosition (300, 300);
glutInitDisplayMode    (GLUT_DEPTH | GLUT_DOUBLE);

glutCreateWindow ("Orbital Font Demo");
glutDisplayFunc  (   redraw   );
glutKeyboardFunc (  Keyboard  );
//glutSpecialFunc  (Special_Keys);



glClearColor (0.1, 0.0, 0.1, 1.0);

glMatrixMode   (GL_PROJECTION);
gluPerspective (60, 1.5, 1, 10);
glMatrixMode   (GL_MODELVIEW);
glutPostRedisplay();

glutMainLoop   ();



return 1;
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

问题是我想将此代码复制到另一个 C++ 程序中,在该程序中我使用 openCV 库来连接我的 VGA 相机。根据在镜头前执行的动作,我使用 SVM 模型对执行的动作进行分类。 我想使用 SVM 模型的输出(基本上是一个整数值)并将其传递给 openGL 代码,以便在窗口中移动立方体。

在上面提到的代码中,该过程是通过使用击键以及隐式的 glKeyboardFunc 函数来执行的。我应该使用哪些函数来将 SVM 模型的输出连接到上述代码的 redraw 函数?

I am a beginner at using openGL.

I have used a program which I found over the internet to draw a cube on the screen and translate, scale and rotate it according to certain keyboard strokes.

Bellow, I have attached the code for doing this:

#define  RADDEG  57.29577951f

float XUP[3] = {1,0,0}, XUN[3] = {-1, 0, 0},
  YUP[3] = {0,1,0}, YUN[3] = { 0,-1, 0},
  ZUP[3] = {0,0,1}, ZUN[3] = { 0, 0,-1},
  ORG[3] = {0,0,0};

GLfloat viewangle = 0, tippangle = 0, traj[120][3];

GLfloat d[3] = {0.1, 0.1, 0.1};

GLfloat  xAngle = 0.0, yAngle = 0.0, zAngle = 0.0;

GLfloat scaleF = 0.2;


//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

//  Use arrow keys to rotate entire scene !!!

void Special_Keys (int key, int x, int y)
{
switch (key) {

   case GLUT_KEY_LEFT :  viewangle -= 5;  break;
   case GLUT_KEY_RIGHT:  viewangle += 5;  break;
   case GLUT_KEY_UP   :  tippangle -= 5;  break;
   case GLUT_KEY_DOWN :  tippangle += 5;  break;

   default: printf ("   Special key %c == %d\n", key, key);
}

glutPostRedisplay();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void Keyboard (unsigned char key, int x, int y)
{
switch (key) {

   case 'j' : d[0] += 0.1;  break;
   case 'k' : d[0] -= 0.1;  break;
   case 'n' : d[1] += 0.1; break;
   case 'm' : d[1] -= 0.1; break;
   //case 'l' : d[2] += 0.1;  break;

   case 'z' : xAngle += 5;  break;
   case 'x' : yAngle += 5;  break;
   case 'c' : zAngle += 5;  break;

   case 'q' : scaleF += 0.1; break;
   case 'w' : scaleF -= 0.1; break;

   default: cout<< "Redo a valid keystroke;"<<endl;
}

glutPostRedisplay();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void Triad (void)
{
glColor3f (1.0, 1.0, 1.0);

glBegin (GL_LINES);
   glVertex3fv (ORG); glVertex3fv (XUP);
   glVertex3fv (ORG); glVertex3fv (YUP);
   glVertex3fv (ORG); glVertex3fv (ZUP);
glEnd ();

glRasterPos3f (1.1, 0.0, 0.0);
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_18, 'X');

glRasterPos3f (0.0, 1.1, 0.0);
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_18, 'Y');

glRasterPos3f (0.0, 0.0, 1.1);
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_18, 'Z');
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void Draw_Box (void)
{
glBegin (GL_QUADS);

glColor3f(1,0,0);
    glVertex3f(1,1,1);
    glVertex3f(-1,1,1);
    glVertex3f(-1,-1,1);
    glVertex3f(1,-1,1);

    glColor3f(0,1,1);
    glVertex3f(1,1,-1);
    glVertex3f(-1,1,-1);
    glVertex3f(-1,-1,-1);
    glVertex3f(1,-1,-1);

    glColor3f(0,1,0);
    glVertex3f(1,1,1);
    glVertex3f(1,-1,1);
    glVertex3f(1,-1,-1);
    glVertex3f(1,1,-1);

    glColor3f(1,0,1);
    glVertex3f(-1,1,1);
    glVertex3f(-1,-1,1);
    glVertex3f(-1,-1,-1);
    glVertex3f(-1,1,-1);

    glColor3f(0,0,1);
    glVertex3f(1,1,1);
    glVertex3f(-1,1,1);
    glVertex3f(-1,1,-1);
    glVertex3f(1,1,-1);

    glColor3f(1,1,0);
    glVertex3f(1,-1,1);
    glVertex3f(-1,-1,1);
    glVertex3f(-1,-1,-1);
    glVertex3f(1,-1,-1);

glEnd();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void redraw (void)
{
int v;

glClear  (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);

glLoadIdentity ();

glTranslatef (0, 0, -3);
glRotatef (tippangle, 1,0,0);  // Up and down arrow keys 'tip' view.
glRotatef (viewangle, 0,1,0);  // Right/left arrow keys 'turn' view.

glDisable (GL_LIGHTING);

Triad ();

glPushMatrix ();
   glTranslatef (d[0], d[1], d[2]);    // Move box down X axis.
   glScalef (scaleF, scaleF, scaleF);
   glRotatef (zAngle, 0,0,1);
   glRotatef (yAngle, 0,1,0);
   glRotatef (xAngle, 1,0,0);
   Draw_Box ();
glPopMatrix ();

glutSwapBuffers();
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

void wait ( int seconds )
{
  clock_t endwait;
  endwait = clock () + seconds * CLOCKS_PER_SEC ;
  while (clock() < endwait) {}
}

int main (int argc, char **argv)
{
glutInit               (&argc, argv);
glutInitWindowSize     (900, 600);
glutInitWindowPosition (300, 300);
glutInitDisplayMode    (GLUT_DEPTH | GLUT_DOUBLE);

glutCreateWindow ("Orbital Font Demo");
glutDisplayFunc  (   redraw   );
glutKeyboardFunc (  Keyboard  );
//glutSpecialFunc  (Special_Keys);



glClearColor (0.1, 0.0, 0.1, 1.0);

glMatrixMode   (GL_PROJECTION);
gluPerspective (60, 1.5, 1, 10);
glMatrixMode   (GL_MODELVIEW);
glutPostRedisplay();

glutMainLoop   ();



return 1;
}

//---+----3----+----2----+----1----+---<>---+----1----+----2----+----3----+----4

The thing is that I want to copy this code into another C++ program where I am using openCV libraries to connect my VGA camera. Based on the movements performed in front of the camera, I am classifying the performed movements using a SVM model.
I want to use the output of the SVM model which is basically a integer value and pass it to the openGL code in order to move the cube in the window.

In the above mentioned code, this procedure is performed by using keystrokes, and implicitly the glKeyboardFunc function. What functions should I use in order to connect the output of the SVM model to the redraw function of the above mentioned code?

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孤单情人 2024-12-21 15:04:16

您应该使用 glutIdle 检查是否有新框架。如果有,您应该使用 glTexSubImage2D* 使用新图像更新纹理。

*您应该使用纹理来显示自定义图像。

You should use glutIdle to check whether there is a new frame. If there is you should update textures with new image using glTexSubImage2D*.

*You should use a texture to display a custom image.

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