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方案一:利用opencv库将图片读取为unsigned char
1、用到Opencv将png图片读取到内存,然后转换为GLubyte–unsigned char数据
2、将影像贴图到OpenGL纹理上
#include <stdlib.h>
#include "GL/glut.h"
#include <opencv.hpp>
using namespace cv;
//OpenCV读取图像
Mat I = imread("C://Users//XXX//Desktop//3.png");
//设置长宽
int width = I.cols;
int height = I.rows;
//设置图像指针
GLubyte* pixels;
GLuint load_texture()
{
//OpenGL纹理用整型数表示
GLuint texture_ID;
//获取图像指针
int pixellength = width * height * 3;
pixels = new GLubyte[pixellength];
memcpy(pixels, I.data, pixellength * sizeof(char));
//imshow("OpenCV", I);
//将texture_ID设置为2D纹理信息
glGenTextures(2, &texture_ID);
glBindTexture(GL_TEXTURE_2D, 1);
//纹理放大缩小使用线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//纹理水平竖直方向外扩使用重复贴图
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//纹理水平竖直方向外扩使用边缘像素贴图(与重复贴图二选一)
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//将图像内存用作纹理信息
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
free(pixels);
return texture_ID;
}
void display()
{
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//获取纹理对象
GLuint image = load_texture();
std::cout << image << std::endl;
//重新设置OpenGL窗口:原点位置为左上角,x轴从左到右,y轴从上到下,坐标值与像素坐标值相同
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, height, 0);
//显示纹理
glEnable(GL_TEXTURE_2D); //允许使用纹理
glBindTexture(GL_TEXTURE_2D, image); //选择纹理对象
//原始完全填充四边形
//glBegin(GL_POLYGON); //设置为多边形纹理贴图方式并开始贴图
//glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 0); //纹理左上角对应窗口左上角
//glTexCoord2f(0.0f, 1.0f); glVertex2f(0, height); //纹理左下角对应窗口左下角
//glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height); //纹理右下角对应窗口右下角
//glTexCoord2f(1.0f, 0.0f); glVertex2f(width, 0); //纹理右上角对应窗口右上角
//glEnd(); //结束贴图
//三角形
/*glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 0);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, height);
glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height);
glEnd();*/
//多边形
glBegin(GL_POLYGON);
glTexCoord2f(0.33f, 0.0f); glVertex2f(width/3, 0);
glTexCoord2f(0.67f, 0.0f); glVertex2f(width*2/3, 0);
glTexCoord2f(1.0f, 0.5f); glVertex2f(width, height/2);
glTexCoord2f(0.5f, 1.0f); glVertex2f(width/2, height);
glTexCoord2f(0.0f, 0.5f); glVertex2f(0, height/2);
glEnd();
//任意变换
/*glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2f(width/4, height/4);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, height);
glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height*2/3);
glTexCoord2f(1.0f, 0.0f); glVertex2f(width*4/5, 50);
glEnd();*/
//边缘贴图效果
/*glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 0);
glTexCoord2f(0.0f, 2.0f); glVertex2f(0, height);
glTexCoord2f(2.0f, 2.0f); glVertex2f(width, height);
glTexCoord2f(2.0f, 0.0f); glVertex2f(width, 0);
glEnd();*/
glDisable(GL_TEXTURE_2D); //禁止使用纹理
//双缓存交换缓存以显示图像
glutSwapBuffers();
}
void main(int argc, char** argv)
{
//初始化GL
glutInit(&argc, argv);
//设置显示参数(双缓存,RGB格式)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
//设置窗口尺寸:width*height
glutInitWindowSize(width, height);
//设置窗口位置:在屏幕左上角像素值(100,100)处
glutInitWindowPosition(100, 100);
//设置窗口名称
glutCreateWindow("OpenGL");
//显示函数,display事件需要自行编写
glutDisplayFunc(display);
//重复循环GLUT事件
glutMainLoop();
}
方案二:利用licvd库将图片读取为unsigned char
LoadImage函数的功能将是将图片读取为unsigned char,并且将png的width改变为4的倍数
#include <stdlib.h>
#include "GL/glut.h"
//设置长宽
int width = 512;
int height = 256;
//设置图像指针
typedef unsigned char byte;
using namespace std;
#include <cvd/colourmap.h>
#include <cvd/image_io.h>
template<typename TYPE>
static inline void LoadImage(CVD::Image<TYPE>& img1, CVD::Image<TYPE>& img2,
const std::string& fileName) {
CVD::img_load(img1, fileName);
if (img1.size().x % 4 == 0)
img2 = img1;
else {
const int width1 = (img1.size().x + 3) & (~3), height1 = img1.size().y;
img2.resize(CVD::ImageRef(width1, height1));
img2.zero();
for (int y = 0; y < height1; ++y)
memcpy(img2[y], img1[y], sizeof(TYPE) * img1.row_stride());
}
}
GLuint load_texture()
{
//OpenGL纹理用整型数表示
GLuint texture_ID;
//获取图像指针
string filename = "C://Users//Yao//Desktop//3.png";
CVD::Image<CVD::Rgb<byte> > m_imgRGB, m_imgRGBTmp;
::LoadImage(m_imgRGBTmp, m_imgRGB, filename);
cout << (m_imgRGB.size().x) << "," <<( m_imgRGB.size().y) << endl;
unsigned char* data = (byte*)m_imgRGB.data();
//将texture_ID设置为2D纹理信息
glGenTextures(2, &texture_ID);
glBindTexture(GL_TEXTURE_2D, texture_ID);
//纹理放大缩小使用线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//纹理水平竖直方向外扩使用重复贴图
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//纹理水平竖直方向外扩使用边缘像素贴图(与重复贴图二选一)
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//将图像内存用作纹理信息
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, data);
//free(data);
return texture_ID;
}
void display()
{
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//获取纹理对象
GLuint image = load_texture();
cout << image << endl;
//重新设置OpenGL窗口:原点位置为左上角,x轴从左到右,y轴从上到下,坐标值与像素坐标值相同
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, height, 0);
//显示纹理
glEnable(GL_TEXTURE_2D); //允许使用纹理
glBindTexture(GL_TEXTURE_2D, image); //选择纹理对象
//原始完全填充四边形
//glBegin(GL_POLYGON); //设置为多边形纹理贴图方式并开始贴图
//glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 0); //纹理左上角对应窗口左上角
//glTexCoord2f(0.0f, 1.0f); glVertex2f(0, height); //纹理左下角对应窗口左下角
//glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height); //纹理右下角对应窗口右下角
//glTexCoord2f(1.0f, 0.0f); glVertex2f(width, 0); //纹理右上角对应窗口右上角
//glEnd(); //结束贴图
//三角形
/*glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 0);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, height);
glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height);
glEnd();*/
//多边形
glBegin(GL_POLYGON);
glTexCoord2f(0.33f, 0.0f); glVertex2f(width/3, 0);
glTexCoord2f(0.67f, 0.0f); glVertex2f(width*2/3, 0);
glTexCoord2f(1.0f, 0.5f); glVertex2f(width, height/2);
glTexCoord2f(0.5f, 1.0f); glVertex2f(width/2, height);
glTexCoord2f(0.0f, 0.5f); glVertex2f(0, height/2);
glEnd();
//任意变换
/*glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2f(width/4, height/4);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, height);
glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height*2/3);
glTexCoord2f(1.0f, 0.0f); glVertex2f(width*4/5, 50);
glEnd();*/
//边缘贴图效果
/*glBegin(GL_POLYGON);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 0);
glTexCoord2f(0.0f, 2.0f); glVertex2f(0, height);
glTexCoord2f(2.0f, 2.0f); glVertex2f(width, height);
glTexCoord2f(2.0f, 0.0f); glVertex2f(width, 0);
glEnd();*/
glDisable(GL_TEXTURE_2D); //禁止使用纹理
//双缓存交换缓存以显示图像
glutSwapBuffers();
}
void main(int argc, char** argv)
{
//初始化GL
glutInit(&argc, argv);
//设置显示参数(双缓存,RGB格式)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
//设置窗口尺寸:width*height
glutInitWindowSize(width, height);
//设置窗口位置:在屏幕左上角像素值(100,100)处
glutInitWindowPosition(100, 100);
//设置窗口名称
glutCreateWindow("OpenGL");
//显示函数,display事件需要自行编写
glutDisplayFunc(display);
//重复循环GLUT事件
glutMainLoop();
}