#include #include #include #include #include #include #include #include using namespace cv; using namespace std; Mat image; GLuint imageTexture; void displayMe(void) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glTexImage2D( GL_TEXTURE_2D, // Type of texture 0, // Pyramid level (for mip-mapping) - 0 is the top level GL_RGB, // Internal colour format to convert to image.cols, // Image width i.e. 640 for Kinect in standard mode image.rows, // Image height i.e. 480 for Kinect in standard mode 0, // Border width in pixels (can either be 1 or 0) GL_RGB, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.) GL_UNSIGNED_BYTE, // Image data type image.ptr()); // The actual image data itself glEnd(); glFlush(); } int main(int argc, char** argv) { string image_path = samples::findFile("chart.png"); Mat image = imread(image_path, IMREAD_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glGenTextures(1, &imageTexture); glBindTexture(GL_TEXTURE_2D, imageTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Set texture clamping method glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); #if (CV_VERSION_MAJOR >= 4) cvtColor(image, image, cv::COLOR_BGR2RGB); #else cvtColor(image, image, CV_BGR2RGB); #endif //GLint dims[4] = {0}; //glGetIntegerv(GL_VIEWPORT, dims); //GLint fbWidth = dims[2]; //GLint fbHeight = dims[3]; //cout << fbWidth << "," << fbHeight << endl; glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE); glutInitWindowSize(1920, 1080); glutInitWindowPosition(0, 0); glutCreateWindow("Hello world!"); glutFullScreen(); glutDisplayFunc(displayMe); glutMainLoop(); return 0; }