我正在尝试将网络摄像头的输入映射到OpenGL中的平面。我正在使用OpenCV从网络摄像头获取图像。
我遇到的问题是纹理是垂直反转的,如果纹理是“v”,则当前结果是“^”。
我想将从网络摄像头拍摄的图像放到我的飞机上(2x2)。它的左下角是-1,-1,右上角是1,1。
代码是:
const int VIEWPORT_WIDTH = 640;
const int VIEWPORT_HEIGHT = 480;
const int KEY_ESCAPE = 27;
CvCapture* g_Capture;
IplImage* image;
GLint g_hWindow;
GLvoid InitGL();
GLvoid OnDisplay();
GLvoid OnReshape(GLint w, GLint h);
GLvoid OnKeyPress (unsigned char key, GLint x, GLint y);
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(100, 100);
glutInitWindowSize(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
g_hWindow = glutCreateWindow("Image");
image = cvLoadImage("average.jpg", 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, image->width, image->height, GL_RGB, GL_UNSIGNED_BYTE, image->imageData);
InitGL();
glutMainLoop();
return 0;
}
GLvoid InitGL()
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glutDisplayFunc(OnDisplay);
glutReshapeFunc(OnReshape);
glutKeyboardFunc(OnKeyPress);
}
GLvoid OnDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(0.0f, 0.0f, -2.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
GLvoid OnReshape(GLint width, GLint height)
{
if (height==0)
height=1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height, 1.0f, 10.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0, 0.0, 0.0, 0.0, 0.0, -6.0, 0.0f, 1.0f, 0.0f);
}
GLvoid OnKeyPress(unsigned char key, int x, int y)
{
switch (key) {
case KEY_ESCAPE:
cvReleaseImage(&image);
glutDestroyWindow(g_hWindow);
exit(0);
break;
}
glutPostRedisplay();
}
顺便说一句。在这段代码中,我正在加载图像,而不是从网络摄像头获取。
有什么建议吗?
答案 0 :(得分:19)
翻转您正在渲染的四边形上的纹理坐标。 OpenGL确实存储了大多数人认为的“颠倒”纹理,因此处理它的最简单方法就是使用OGL。
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
我认为应该这样做。