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OpenCV OpenGL common interop: OpenCV Mat to OpenGL texture, 2D drawing of textures
/*
* OGL_OCV_common.cpp
* Common interop between OpenCV and OpenGL
*
* Created by Roy Shilkrot on 2/16/2015
* Copyright 2015 Roy Shilkrot. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "OGL_OCV_common.hpp"
namespace RS {
void drawOpenCVImageInGLOnlyQuad(const OpenCVGLTexture& tex, int width, int height) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex.tex_id);
double ithr = tex.thr, itwr = tex.twr;
double n[3] = {0,0,-1};
glBegin(GL_QUADS);
glNormal3dv(n);
glTexCoord2d(0, 0);
glVertex2d (0, 0);
glTexCoord2d(0, ithr);
glVertex2d (0, height);
glTexCoord2d(itwr, ithr);
glVertex2d (width, height);
glTexCoord2d(itwr, 0);
glVertex2d (width, 0);
glEnd();
}
void drawOpenCVImageInGLFullViewport(const OpenCVGLTexture& tex) {
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
int vPort[4]; glGetIntegerv(GL_VIEWPORT, vPort);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex.tex_id);
glPushMatrix();
glColor3ub(255, 255, 255);
glScaled(vPort[3], vPort[3], 1);
double aw2h = tex.aspect_w2h, ithr = tex.thr, itwr = tex.twr;
double n[3] = {0,0,-1};
GLint face_ori; glGetIntegerv(GL_FRONT_FACE, &face_ori);
glFrontFace(GL_CW); //we're gonna draw clockwise
glBegin(GL_QUADS);
glNormal3dv(n);
glTexCoord2d(0, 0);
glVertex2d (0, 0);
glTexCoord2d(0, ithr);
glVertex2d (0, 1);
glTexCoord2d(itwr, ithr);
glVertex2d (aw2h, 1);
glTexCoord2d(itwr, 0);
glVertex2d (aw2h, 0);
glEnd();
glPopMatrix();
glFrontFace(face_ori); //restore front face orientation
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
}
void glEnable2D()
{
glPushAttrib(GL_ENABLE_BIT);
glPushAttrib(GL_CURRENT_BIT);
int vPort[4];
glGetIntegerv(GL_VIEWPORT, vPort);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, vPort[2], 0, vPort[3], -1, 4);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(0.375, 0.375, 0);
// glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // clear the screen
// glDisable(GL_DEPTH_TEST);
}
void glEnable2D(int w,int h, int x, int y) {
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(x, y, w, h);
RS::glEnable2D();
glScaled(w, h, 1);
}
void glDisable2D()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// glEnable(GL_DEPTH_TEST);
glPopAttrib();
glPopAttrib();
}
void glDisable2Dvp() {
glDisable2D();
glPopAttrib();
}
#if defined(WIN32)
#define log2(x) log10((double)(x))/log10(2.0)
#endif
Mat copyImgToTex(const Mat& _tex_img, GLuint* texID, double* _twr, double* _thr) {
Mat tex_img = _tex_img;
flip(_tex_img,tex_img,0);
Mat tex_pow2(pow(2.0,ceil(log2(tex_img.rows))),pow(2.0,ceil(log2(tex_img.cols))),CV_8UC3);
// std::cout << "original image size " << tex_img.size() << std::endl;
// std::cout << "adjusted to OpenGL texture: " << tex_pow2.size() << std::endl;
Mat region = tex_pow2(Rect(0,0,tex_img.cols,tex_img.rows));
if (tex_img.type() == region.type()) {
tex_img.copyTo(region);
} else if (tex_img.type() == CV_8UC1) {
cvtColor(tex_img, region, CV_GRAY2BGR);
} else {
tex_img.convertTo(region, CV_8UC3, 255.0);
}
if (_twr != 0 && _thr != 0) {
*_twr = (double)tex_img.cols/(double)tex_pow2.cols;
*_thr = (double)tex_img.rows/(double)tex_pow2.rows;
}
glBindTexture( GL_TEXTURE_2D, *texID );
glTexImage2D(GL_TEXTURE_2D, 0, 3, tex_pow2.cols, tex_pow2.rows, 0, GL_BGR, GL_UNSIGNED_BYTE, tex_pow2.data);
return tex_pow2;
}
OpenCVGLTexture MakeOpenCVGLTexture(const Mat& _tex_img) {
OpenCVGLTexture _ocvgl;
glGenTextures( 1, &_ocvgl.tex_id );
glBindTexture( GL_TEXTURE_2D, _ocvgl.tex_id );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
if (!_tex_img.empty()) { //image may be dummy, just to generate pointer to texture object in GL
copyImgToTex(_tex_img,&_ocvgl.tex_id,&_ocvgl.twr,&_ocvgl.thr);
_ocvgl.aspect_w2h = (double)_tex_img.cols/(double)_tex_img.rows;
}
return _ocvgl;
}
}
/*
* OGL_OCV_common.h
* Common interop between OpenCV and OpenGL
*
* Created by Roy Shilkrot on 2/16/2015
* Copyright 2015 Roy Shilkrot. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#pragma once
#include <opencv2/opencv.hpp>
using namespace cv;
#if defined(__APPLE__)
# include <OpenGL/gl.h>
#elif defined(__linux__) || defined(__MINGW32__) || defined(WIN32)
# define GLEW_STATIC
//# include <GL/glew.h>
//# include <GL/wglew.h>
# include <GL/gl.h>
# include <GL/glu.h>
//# include <GL/glext.h>
#else
# include <gl.h>
#endif
namespace RS {
Mat copyImgToTex(const Mat& _tex_img, GLuint* texID, double* _twr, double* _thr);
typedef struct my_texture {
GLuint tex_id;
double twr,thr,aspect_w2h;
Mat image,tex_pow2;
my_texture():tex_id(-1),twr(1.0),thr(1.0) {}
bool initialized;
void set(const Mat& ocvimg) {
if(tex_pow2.empty()) {
ocvimg.copyTo(image);
copyImgToTex(image, &tex_id, &twr, &thr);
aspect_w2h = (double)ocvimg.cols/(double)ocvimg.rows;
} else {
Mat region = tex_pow2(Rect(0,0,ocvimg.cols,ocvimg.rows));
if (ocvimg.type() == region.type()) {
flip(ocvimg,region,0);
} else {
if (ocvimg.type() == CV_8UC1) {
cvtColor(ocvimg, region, CV_GRAY2BGR);
} else {
ocvimg.convertTo(region, CV_8UC3, 255.0);
}
flip(region,region,0);
}
glBindTexture( GL_TEXTURE_2D, tex_id );
glTexImage2D(GL_TEXTURE_2D, 0, 3, tex_pow2.cols, tex_pow2.rows, 0, GL_BGR, GL_UNSIGNED_BYTE, tex_pow2.data);
}
}
} OpenCVGLTexture;
void glEnable2D(); // setup 2D drawing
void glEnable2D(int w,int h, int x, int y); // setup 2D drawing with viewport & postion setting
void glDisable2D(); // end 2D drawing
void glDisable2Dvp(); // end 2D drawing and pop viewport attrib
OpenCVGLTexture MakeOpenCVGLTexture(const Mat& _tex_img); // create an OpenCV-OpenGL image
// draw an OpenCV-OpenGL image
void drawOpenCVImageInGLOnlyQuad(const OpenCVGLTexture& tex, int width, int height);
void drawOpenCVImageInGLFullViewport(const OpenCVGLTexture& tex);
}
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