OpenCV IplImage *图像到OpenGL GLuint纹理

时间:2014-04-27 14:40:55

标签: c++ opencv opengl glut glfw

我正在尝试使用OpenGL / GLFW和OpenCV在两个屏幕上同时显示视频。当我在我的笔记本电脑上测试我的代码(2010年中期13“Macbook Pro)和外部屏幕时,程序工作得很好(减去视频以非常快的FPS播放的事实 - 任何能够解决这个问题的人都会非常有帮助。它也是颠倒的,但是OpenCV可以很好地翻转。)但是当我将代码移到2008年初的Mac Pro并运行代码时,图像似乎没有正确的纹理。图片如下:

The three color channels take up different columns

由于某种原因,三种颜色记录被分成不同的列,并且框架不正确。这应该是它的样子:

Better image

图像的放置并不重要,这仅仅是因为屏幕尺寸的差异。我想知道是否有人之前已经看过这个问题,如果它只是一个问题我如何调用glTexImage2D?以下是我正在使用的代码。

#include <stdio.h>
#include <string.h>

#include <opencv/cv.h>
#include <opencv/highgui.h>
#include <opencv2/imgproc/imgproc.hpp>

#include <GLFW/glfw3.h>
#include <GLUT/glut.h>

#define VIEWPORT_WIDTH              1280
#define VIEWPORT_HEIGHT             800
#define KEY_ESCAPE                  27

CvCapture* capture;
GLFWwindow* window1;
GLFWwindow* window2;
IplImage *image;
static GLuint texName;

void initTexture(IplImage* Image);
void applyTexture(int img_width, int img_height);
void loadImage(IplImage*, GLFWwindow* window);

int main(int argc, char* argv[])
{

    if (!glfwInit())
        exit(EXIT_FAILURE);

    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);

    int count;
    GLFWmonitor** monitors = glfwGetMonitors(&count);
    window1 = glfwCreateWindow(VIEWPORT_WIDTH, VIEWPORT_HEIGHT, "Simple example1", monitors[0], NULL);
    window2 = glfwCreateWindow(VIEWPORT_WIDTH, VIEWPORT_HEIGHT, "Simple example2", monitors[1], NULL);

    capture = cvCaptureFromAVI("../VideoTexture/movie.mov");
    assert(capture);
    // Initialize OpenGL
    glfwMakeContextCurrent(window1);


    while (!glfwWindowShouldClose(window1))
    {
            image = cvQueryFrame(capture);
    if(!cvGrabFrame(capture)){              // capture a frame 
        printf("Could not grab a frame\n\7");
        exit(0);
    }


        glfwMakeContextCurrent(window1);
        loadImage(image, window1);
        glfwMakeContextCurrent(window2);
        loadImage(image, window2);

    }


    return 0;


}

void initTexture(IplImage *Image)
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_FLAT);
    glEnable(GL_DEPTH_TEST);

    glGenTextures(1, &texName);
    glBindTexture(GL_TEXTURE_2D, texName);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glTexImage2D(GL_TEXTURE_2D, 0, 3, Image->width, Image->height, 0, GL_BGR, GL_UNSIGNED_BYTE, Image->imageData);
}

void applyTexture(int img_width, int img_height)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_TEXTURE_2D);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glBindTexture(GL_TEXTURE_2D, texName);
    glBegin(GL_QUADS);
    glTexCoord2f(0, 0); glVertex3f(VIEWPORT_WIDTH /2, VIEWPORT_HEIGHT/2, 0);
    glTexCoord2f(0, 1); glVertex3f(VIEWPORT_WIDTH /2, VIEWPORT_HEIGHT/2+img_height, 0);
    glTexCoord2f(1, 1); glVertex3f(VIEWPORT_WIDTH /2+img_width, VIEWPORT_HEIGHT/2+img_height, 0);
    glTexCoord2f(1, 0); glVertex3f(VIEWPORT_WIDTH /2+img_width, VIEWPORT_HEIGHT/2, 0);
    glEnd();
    glFlush();
    glDisable(GL_TEXTURE_2D);
}

void loadImage(IplImage *Image, GLFWwindow* window)
{
    initTexture(Image);
    glViewport(0, 0, VIEWPORT_WIDTH , VIEWPORT_HEIGHT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, VIEWPORT_WIDTH , 0, VIEWPORT_HEIGHT, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    applyTexture(Image->width,Image->height);
    glfwSwapBuffers(window);
    glfwPollEvents();
}

解决:

添加以下两行解决了这个问题。

glPixelStorei (GL_UNPACK_ALIGNMENT,  Image->align);
glPixelStorei (GL_UNPACK_ROW_LENGTH, Image->widthStep / Image->nChannels);

1 个答案:

答案 0 :(得分:4)

向GL发送/读取RGB图像时,需要将像素解包/包对齐设置为 1 。默认情况下,GL将读取您的图像数据,就好像每一行都与4字节边界对齐一样,并且显然是紧凑的(8位)RGB,而不是这种情况。

这至少可以解决部分问题:

glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glTexImage2D  (GL_TEXTURE_2D, 0, 3, Image->width, Image->height, 0, GL_BGR, GL_UNSIGNED_BYTE, Image->imageData);

<小时/>

更新

IplImage data structure提供了便携式执行此操作所需的所有字段:

glPixelStorei (GL_UNPACK_ALIGNMENT,  Image->align);
glPixelStorei (GL_UNPACK_ROW_LENGTH, Image->widthStep / Image->nChannels);
glTexImage2D  (GL_TEXTURE_2D, 0, 3,  Image->width, Image->height, 0, GL_BGR, GL_UNSIGNED_BYTE, Image->imageData);

然而,根本问题是相同的。它归结为两台机器之间图像数据对齐的差异。

至于您的图片是颠倒的,请查看origin结构的IplImage字段。你需要自己补偿。不幸的是,GL无法在像素传输过程中翻转图像。