增強現實中經常要用到真實的2D視頻圖片再配合虛擬對象(如三維模型)結合,以達到增強現實的效果。這裏使用Ogre結合Opencv來實現
在開始前要先瞭解到紋理貼圖的長寬必須是2的n次方,所以假如加載的視頻沒有達到這個值,必須做一下resize
1.創建動態紋理、背景框矩形,並添加到場景
在CreateScene中加入如下代碼
void CreateScene()
{
MaterialPtr material = MaterialManager::getSingleton().create(
"DynamicTextureMaterial", // name
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
material->getTechnique(0)->getPass(0)->createTextureUnitState("DynamicBg");
material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
material->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
// Create background rectangle covering the whole screen
Rectangle2D* rect = new Rectangle2D(true);
rect->setCorners(-1.0, 1.0, 1.0, -1.0);
rect->setMaterial("DynamicTextureMaterial");
// Render the background before everything else
rect->setRenderQueueGroup(RENDER_QUEUE_BACKGROUND);
// Hacky, but we need to set the bounding box to something big
// NOTE: If you are using Eihort (v1.4), please see the note below on setting the bounding box
rect->setBoundingBox(AxisAlignedBox(-100000.0*Vector3::UNIT_SCALE, 100000.0*Vector3::UNIT_SCALE));
// Attach background to the scene
SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Background");
node->attachObject(rect);
//add other scene node here
}
2.初始化視頻圖像獲取相關數據
void InitVideoQuery(char *szVideoPath) { m_szVideoPath = szVideoPath; m_pFileCamer=cvCreateFileCapture(szVideoPath ); m_pVideoImage=cvQueryFrame(m_pFileCamer); m_pDrawImage=cvCreateImage(cvSize(1024,1024),8,3); m_pTex=TextureManager::getSingleton().createManual("DynamicBg","General", TEX_TYPE_2D,m_pDrawImage->width,m_pDrawImage->height,1,0,PF_A8B8G8R8,TU_WRITE_ONLY);}
3.更新頂點緩存
void UpdateTextureImage()
{
m_pVideoImage=cvQueryFrame(m_pFileCamer);
if(m_pDrawImage==0)
{
cvReleaseCapture(&m_pFileCamer);
m_pFileCamer=cvCreateFileCapture(m_szVideoPath);
m_pVideoImage=cvQueryFrame(m_pFileCamer);
}
cvShowImage("img",m_pVideoImage);
cvResize(m_pVideoImage,m_pDrawImage);
HardwarePixelBufferSharedPtr buffer=m_pTex->getBuffer(0,0);
buffer->lock(HardwareBuffer::HBL_DISCARD);
const PixelBox &pb = buffer->getCurrentLock();
uint32 *data = static_cast<uint32*>(pb.data);
size_t height = pb.getHeight();
size_t width = pb.getWidth();
size_t pitch = pb.rowPitch; // Skip between rows of image
for(size_t y=0; y<m_pDrawImage->height; ++y)
{
unsigned char *pImgLine=(unsigned char *)(m_pDrawImage->imageData+y*m_pDrawImage->widthStep);
for(size_t x=0; x<m_pDrawImage->width; ++x)
{
// 0xRRGGBB -> fill the buffer with yellow pixels
unsigned char B=pImgLine[3*x];
unsigned char G=pImgLine[3*x+1];
unsigned char R=pImgLine[3*x+2];
uint32 pixel=(R<<16)+(G<<8)+(B);
data[pitch*y + x] =pixel ;
}
}
buffer->unlock();
}
值得一提的是,在更新頂點緩存的過程中,即lock到unlock之間,由於操作硬件緩存效率低,爲了提高效率,應該儘量減少代碼的操作量,可選的做法是在外面將數據打包好,然後在更新的時候直接memcpy