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#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetLogLevel(OF_LOG_WARNING);
ofSetFrameRate(60);
buffer.allocate(ofGetWidth(),ofGetHeight());
renderFBO.allocate(ofGetWidth(),ofGetHeight(),GL_RGB);
//buffer.clear();
}
//--------------------------------------------------------------
void ofApp::update() {
ofSetWindowTitle(ofToString(ofGetFrameRate()));
}
//--------------------------------------------------------------
void ofApp::draw() {
//rough out how it could be possible to perform an avs style glitch transform
//within a drawing
//drawing- to an fbo
//distorting- from an opencv texture
//how to get from an fbo to an opencv texture
ofSetColor(255, 255, 255);
renderFBO.begin();
buffer.draw(0,0);
ofNoFill();
ofTranslate(ofGetWidth()/2,ofGetHeight()/2);
ofRect(-20,-20,40,40);
renderFBO.end();
renderFBO.readToPixels(buffer.getPixelsRef());
buffer.flagImageChanged();
cv::Mat buf = buffer.getCvImage();
cv::Mat dstbuf;
//create low res remap target
cv::Mat dstX(32,24,CV_32FC1);
cv::Mat dstY(32,24,CV_32FC1);
cv::Mat srcX(32,24,CV_32FC1);
cv::Mat srcY(32,24,CV_32FC1);
float xFactor=ofGetWidth()/dstX.rows;
float yFactor=ofGetHeight()/dstX.cols;
for (int i=0;i<dstX.cols;i++){
for (int j=0;j<dstX.rows;j++){
dstX.at<double>(i,j)=i*xFactor;
dstY.at<double>(i,j)=j*yFactor;
}
}
//transform the low res matrix
float tX=0; //fraction of image
float tY=0; //fraction of image
float oX=0; //fraction of image
float oY=0; //fraction of image
float s=0.99;
float r=0.0;
cv::Point2f srcTri[3], dstTri[3];
cv::Mat rot_mat(2,3,CV_32FC1);
cv::Mat trans_mat(2,3,CV_32FC1);
cv::Mat out_mat(3,3,CV_32FC1);
// Compute matrix by creating triangle and transforming
srcTri[0].x=0;
srcTri[0].y=0;
srcTri[1].x=dstX.rows-1;
srcTri[1].y=0;
srcTri[2].x=0;
srcTri[2].y=dstX.cols-1;
for (int i=0;i<3;i++){
dstTri[i].x=srcTri[i].x+(tX*dstX.cols);
dstTri[i].y=srcTri[i].y+(tY*dstX.cols); //use cols for equiv coords
//rotate and scale around centre
//transform to centre
dstTri[i].x-=(oX*dstX.cols);
dstTri[i].y-=(oY*dstX.cols);
dstTri[i].x*=s;
dstTri[i].y*=s;
double dx=(dstTri[i].x*cos(r))-(dstTri[i].y*sin(r));
double dy=(dstTri[i].x*sin(r))+(dstTri[i].y*cos(r));
dstTri[i].x=dx;
dstTri[i].y=dy;
//transform back
dstTri[i].x+=(oX*dstX.cols);
dstTri[i].y+=(oY*dstX.cols);
}
trans_mat=getAffineTransform( srcTri, dstTri );
warpAffine( srcX, dstX, trans_mat, srcX.size(), cv::INTER_NEAREST, cv::BORDER_WRAP);
warpAffine( srcY, dstY, trans_mat, srcX.size(), cv::INTER_NEAREST, cv::BORDER_WRAP);
cv::Mat scaledstX;
cv::Mat scaledstY;
cv::resize(dstX,scaledstX, cv::Size(ofGetWidth(),ofGetHeight()), 0, 0, cv::INTER_NEAREST);
cv::resize(dstY,scaledstY, cv::Size(ofGetWidth(),ofGetHeight()), 0, 0, cv::INTER_NEAREST);
cv::remap(buf,dstbuf,scaledstX,scaledstY, cv::INTER_LINEAR, cv::BORDER_WRAP, cv::Scalar(0,0, 0) );
IplImage *tmp = new IplImage(dstbuf);
buffer=tmp;
delete tmp;
renderFBO.draw(0,0); //eventually textured into a viewport
}
//--------------------------------------------------------------
void ofApp::exit() {
}
//--------------------------------------------------------------
void ofApp::keyPressed (int key) {
switch (key) {
case OF_KEY_UP:
break;
case OF_KEY_DOWN:
break;
}
}
//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::mousePressed(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::windowResized(int w, int h)
{}
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