mirror of https://github.com/opencv/opencv.git
Merge pull request #25822 from mqcmd196:gtk3-gl-support
Support OpenGL GTK3 New API #25822 Fixes #20001 GSoC2024 Project ### Pull Request Readiness Checklist See details at https://github.com/opencv/opencv/wiki/How_to_contribute#making-a-good-pull-request - [x] I agree to contribute to the project under Apache 2 License. - [x] To the best of my knowledge, the proposed patch is not based on a code under GPL or another license that is incompatible with OpenCV - [x] The PR is proposed to the proper branch - [x] There is a reference to the original bug report and related work - [ ] There is accuracy test, performance test and test data in opencv_extra repository, if applicable Patch to opencv_extra has the same branch name. - [ ] The feature is well documented and sample code can be built with the project CMakepull/25905/head
parent
e90935e81c
commit
4842043c6a
8 changed files with 301 additions and 28 deletions
@ -0,0 +1,169 @@ |
||||
#include <iostream> |
||||
|
||||
#include <epoxy/gl.h> |
||||
|
||||
#ifdef _WIN32 |
||||
#define WIN32_LEAN_AND_MEAN 1 |
||||
#define NOMINMAX 1 |
||||
#include <windows.h> |
||||
#endif |
||||
|
||||
#if defined(__APPLE__) |
||||
#include <OpenGL/gl.h> |
||||
#include <OpenGL/glu.h> |
||||
#else |
||||
#include <GL/gl.h> |
||||
#include <GL/glu.h> |
||||
#endif |
||||
|
||||
#include "opencv2/core.hpp" |
||||
#include "opencv2/core/opengl.hpp" |
||||
#include "opencv2/core/cuda.hpp" |
||||
#include "opencv2/highgui.hpp" |
||||
|
||||
using namespace std; |
||||
using namespace cv; |
||||
using namespace cv::cuda; |
||||
|
||||
const int win_width = 800; |
||||
const int win_height = 640; |
||||
|
||||
struct DrawData |
||||
{ |
||||
GLuint vao, vbo, program, textureID; |
||||
}; |
||||
|
||||
static cv::Mat rot(float angle) |
||||
{ |
||||
cv::Mat R_y = (cv::Mat_<float>(4,4) << |
||||
cos(angle), 0, sin(angle), 0, |
||||
0, 1, 0, 0, |
||||
-sin(angle), 0, cos(angle), 0, |
||||
0, 0, 0, 1); |
||||
|
||||
return R_y; |
||||
} |
||||
|
||||
static GLuint create_shader(const char* source, GLenum type) { |
||||
GLuint shader = glCreateShader(type); |
||||
glShaderSource(shader, 1, &source, NULL); |
||||
glCompileShader(shader); |
||||
return shader; |
||||
} |
||||
|
||||
static void draw(void* userdata) { |
||||
DrawData* data = static_cast<DrawData*>(userdata); |
||||
static float angle = 0.0f; |
||||
angle += 1.f; |
||||
|
||||
cv::Mat trans = rot(CV_PI * angle / 360.f); |
||||
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0); |
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
||||
|
||||
glUseProgram(data->program); |
||||
glUniformMatrix4fv(glGetUniformLocation(data->program, "transform"), 1, GL_FALSE, trans.ptr<float>()); |
||||
glBindTexture(GL_TEXTURE_2D, data->textureID); |
||||
glBindVertexArray(data->vao); |
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
||||
glBindVertexArray(0); |
||||
} |
||||
|
||||
int main(int argc, char* argv[]) |
||||
{ |
||||
string filename; |
||||
if (argc < 2) |
||||
{ |
||||
cout << "Usage: " << argv[0] << " image" << endl; |
||||
filename = "baboon.jpg"; |
||||
} |
||||
else |
||||
filename = argv[1]; |
||||
|
||||
Mat img = imread(samples::findFile(filename)); |
||||
if (img.empty()) |
||||
{ |
||||
cerr << "Can't open image " << filename << endl; |
||||
return -1; |
||||
} |
||||
flip(img, img, 0); |
||||
|
||||
namedWindow("OpenGL", WINDOW_OPENGL); |
||||
resizeWindow("OpenGL", win_width, win_height); |
||||
|
||||
DrawData data; |
||||
|
||||
glEnable(GL_DEPTH_TEST); |
||||
const char *vertex_shader_source = |
||||
"#version 330 core\n" |
||||
"layout (location = 0) in vec3 position;\n" |
||||
"layout (location = 1) in vec2 texCoord;\n" |
||||
"out vec2 TexCoord;\n" |
||||
"uniform mat4 transform;\n" |
||||
"void main() {\n" |
||||
" gl_Position = transform * vec4(position, 1.0);\n" |
||||
" TexCoord = texCoord;\n" |
||||
"}\n"; |
||||
const char *fragment_shader_source = |
||||
"#version 330 core\n" |
||||
"in vec2 TexCoord;\n" |
||||
"out vec4 color;\n" |
||||
"uniform sampler2D ourTexture;\n" |
||||
"void main() {\n" |
||||
" color = texture(ourTexture, TexCoord);\n" |
||||
"}\n"; |
||||
data.program = glCreateProgram(); |
||||
GLuint vertex_shader = create_shader(vertex_shader_source, GL_VERTEX_SHADER); |
||||
GLuint fragment_shader = create_shader(fragment_shader_source, GL_FRAGMENT_SHADER); |
||||
glAttachShader(data.program, vertex_shader); |
||||
glAttachShader(data.program, fragment_shader); |
||||
glLinkProgram(data.program); |
||||
glUseProgram(data.program); |
||||
|
||||
GLfloat vertices[] = { |
||||
// Positions // Texture Coords
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Right
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Left
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f // Bottom Left
|
||||
}; |
||||
|
||||
glGenVertexArrays(1, &data.vao); |
||||
glGenBuffers(1, &data.vbo); |
||||
glBindVertexArray(data.vao); |
||||
glBindBuffer(GL_ARRAY_BUFFER, data.vbo); |
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
||||
|
||||
// Position attribute
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0); |
||||
glEnableVertexAttribArray(0); |
||||
// Texture Coord attribute
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); |
||||
glEnableVertexAttribArray(1); |
||||
glBindVertexArray(0); // Unbind VAO
|
||||
|
||||
|
||||
// Image to texture
|
||||
glGenTextures(1, &data.textureID); |
||||
glBindTexture(GL_TEXTURE_2D, data.textureID); |
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.cols, img.rows, 0, GL_BGR, GL_UNSIGNED_BYTE, img.data); |
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
||||
glBindTexture(GL_TEXTURE_2D, 0); |
||||
|
||||
setOpenGlDrawCallback("OpenGL", draw, &data); |
||||
|
||||
for (;;) |
||||
{ |
||||
updateWindow("OpenGL"); |
||||
char key = (char)waitKey(40); |
||||
if (key == 27) |
||||
break; |
||||
} |
||||
|
||||
setOpenGlDrawCallback("OpenGL", 0, 0); |
||||
destroyAllWindows(); |
||||
return 0; |
||||
} |
Loading…
Reference in new issue