112 lines
3.5 KiB
C++
112 lines
3.5 KiB
C++
#include <opencv2/core.hpp>
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#include <opencv2/core/opengl.hpp>
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#include <opencv2/imgcodecs.hpp>
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#include <opencv2/imgproc/imgproc.hpp>
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#include <opencv2/highgui.hpp>
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#include <iostream>
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#include <OpenGL/gl3.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/glew.h>
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#include <GL/glut.h>
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#endif
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using namespace cv;
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using namespace std;
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using namespace std::chrono;
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using time_stamp = time_point<system_clock, microseconds>;
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Mat image;
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GLuint imageTexture;
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GLint screenWidth = 0;
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GLint screenHeight = 0;
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time_stamp ts;
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void loadTexture (GLuint& imageTexture1)
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{
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string image_path = samples::findFile("chart.png");
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Mat image = imread(image_path, IMREAD_COLOR);
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if (image.empty()) {
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cout << "image empty" << endl;
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} else {
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cout << "loaded " << image_path << endl;
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flip(image, image, 0);
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#if (CV_VERSION_MAJOR >= 4)
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cvtColor(image, image, cv::COLOR_BGR2RGB);
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#else
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cvtColor(image, image, CV_BGR2RGB);
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#endif
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//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glGenTextures(1, &imageTexture1);
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glBindTexture(GL_TEXTURE_2D, imageTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Set texture clamping method
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D, // Type of texture
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0, // Pyramid level (for mip-mapping) - 0 is the top level
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GL_RGB, // Internal colour format to convert to
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image.cols, // Image width i.e. 640 for Kinect in standard mode
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image.rows, // Image height i.e. 480 for Kinect in standard mode
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0, // Border width in pixels (can either be 1 or 0)
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GL_RGB, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
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GL_UNSIGNED_BYTE, // Image data type
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image.ptr()); // The actual image data itself
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}
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}
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void getScreenDimensions ()
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{
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if (screenWidth == 0 && screenHeight == 0) {
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GLint dims[4] = {0};
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glGetIntegerv(GL_VIEWPORT, dims);
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screenWidth = dims[2];
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screenHeight = dims[3];
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cout << screenWidth << "," << screenHeight << endl;
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loadTexture(imageTexture);
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}
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}
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void display(void)
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{
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getScreenDimensions();
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ts = time_point_cast<microseconds>(system_clock::now());
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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//glViewport(0, 0, screenWidth, screenHeight);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glBindTexture(GL_TEXTURE_2D, imageTexture);
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glBegin(GL_QUADS); // front face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); //bottom right
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); //top right
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); //top 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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glDisable(GL_TEXTURE_2D);
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glutSwapBuffers();
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//glFlush();
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_SINGLE);
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glutCreateWindow("opengl_opencv_example");
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glutFullScreen();
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glutDisplayFunc(display);
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glutMainLoop();
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return 0;
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} |