Display code has been corrected. Pulls in an image and displays it properly.
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55ce42ef61
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20
main.cpp
20
main.cpp
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@ -25,19 +25,32 @@ GLint screenWidth = 0;
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GLint screenHeight = 0;
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GLint screenHeight = 0;
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time_stamp ts;
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time_stamp ts;
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/**
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* rows = height
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* cols = width
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**/
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void loadTexture (GLuint& imageTexture1)
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void loadTexture (GLuint& imageTexture1)
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{
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{
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string image_path = samples::findFile("chart.png");
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string image_path = samples::findFile("chart.png");
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Mat loaded = imread(image_path, IMREAD_COLOR);
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Mat loaded = imread(image_path, IMREAD_COLOR);
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Mat image = Mat::zeros(screenWidth, screenHeight, CV_8UC3);
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Mat image = Mat::zeros(screenHeight, screenWidth, CV_8UC3);
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//Mat resized = Mat::zeros(1080, 1280, CV_8UC3)
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cout << "created image" << endl;
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cout << "created image" << endl;
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if (image.empty()) {
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if (image.empty()) {
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cout << "image empty" << endl;
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cout << "image empty" << endl;
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} else {
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} else {
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cout << "loaded " << image_path << endl;
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cout << "loaded " << image_path << endl;
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cout << " dim " << loaded.cols << "x" << loaded.rows << endl;
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cout << " dim " << loaded.cols << "x" << loaded.rows << endl;
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loaded.copyTo(image(Rect(0, 0, loaded.cols, loaded.rows)));
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//resize(loaded, resized, Size(1280, 1080));
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cout << " image " << image.cols << "x" << image.rows << endl;
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//cout << "resized " << resized.cols << "x" << resized.rows << endl;
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//resized.copyTo(image(Rect(0, 0, resized.cols, resized.rows)));
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uint32_t offsetX = (image.cols - loaded.cols) >> 1;
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uint32_t offsetY = (image.rows - loaded.rows) >> 1;
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loaded.copyTo(image(Rect(offsetX, offsetY, loaded.cols, loaded.rows)));
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flip(image, image, 0);
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flip(image, image, 0);
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#if (CV_VERSION_MAJOR >= 4)
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#if (CV_VERSION_MAJOR >= 4)
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cvtColor(image, image, cv::COLOR_BGR2RGB);
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cvtColor(image, image, cv::COLOR_BGR2RGB);
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#else
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#else
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@ -87,7 +100,7 @@ void display(void)
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glViewport(0, 0, screenWidth, screenHeight);
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glViewport(0, 0, screenWidth, screenHeight);
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
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glBindTexture(GL_TEXTURE_2D, imageTexture);
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glBindTexture(GL_TEXTURE_2D, imageTexture);
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glBegin(GL_QUADS); // front face
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glBegin(GL_QUADS); // front face
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@ -97,6 +110,7 @@ void display(void)
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); //bottom left
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); //bottom left
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glEnd();
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glutSwapBuffers();
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glutSwapBuffers();
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//glFlush();
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//glFlush();
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