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fbo_example-glfw.cpp
199 lines (178 loc) · 5.75 KB
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fbo_example-glfw.cpp
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#include <opencv2/opencv.hpp>
#include "glslprogram.h"
#include <cstdio>
#include "glfw3.h"
#define FBO
const int screenWidth = 200; // width of the screen window in pixels
const int screenHeight = 200; // height of the screen window in pixels
GLuint texId[2];
GLuint fb;
cv::Mat img;
cv::Mat img1;
//<<<<<<<<<<<<<<<<<<<<<<< myInit >>>>>>>>>>>>>>>>>>>>
void myInit(void)
{
img = cv::imread("1.png");
if(img.empty()) {
printf("Error imread.\n");
return ;
}
//cv::cvtColor(img, img, CV_BGR2RGB);
glGenTextures(2, texId);
CheckGlErrors("check glGenTextures");
glBindTexture(GL_TEXTURE_2D, texId[0]);
CheckGlErrors("check glBindTextures");
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.cols, img.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
CheckGlErrors("check glTexImage2D");
#ifdef FBO
img1 = cv::Mat(screenHeight, screenWidth, CV_8UC3);
if(img1.empty()) {
printf("Error create img1.\n");
return ;
}
glBindTexture(GL_TEXTURE_2D, texId[1]);
CheckGlErrors("check glBindTextures");
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.cols, img1.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texId[1], 0);
#endif
GLint nModelViewMatrixCount = 0;
GLint nProjectionMatrixCount = 0;
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &nModelViewMatrixCount);// 32
glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &nProjectionMatrixCount); // 4
printf("before, modelview matrix count %d, projection matrix count %d\n", nModelViewMatrixCount, nProjectionMatrixCount);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 1, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, screenWidth, screenHeight);
//glRotatef(90, 0, 0, -1);
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &nModelViewMatrixCount);// 32
glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &nProjectionMatrixCount); // 4
printf("after, modelview matrix count %d, projection matrix count %d\n", nModelViewMatrixCount, nProjectionMatrixCount);
float mv_matrix[16];
float projection_matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mv_matrix);
glGetFloatv(GL_PROJECTION_MATRIX, projection_matrix);
printf("model view matrix\n");
for(int i=0;i<16;++i) printf("%f ", mv_matrix[i]);
printf("\n");
printf("projection matrix\n");
for(int i=0;i<16;++i) printf("%f ", projection_matrix[i]);
printf("\n");
CheckGlErrors("myInit()");
}
//<<<<<<<<<<<<<<<<<<<<<<<< myDisplay >>>>>>>>>>>>>>>>>
void renderFBO(void)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texId[0]);
glTexSubImage2D(GL_TEXTURE_2D,0, 0, 0, img.cols, img.rows, GL_RGB, GL_UNSIGNED_BYTE, img.data);
CheckGlErrors("glTexSubImage2D");
#ifdef FBO
glDrawBuffer(GL_COLOR_ATTACHMENT0);
#endif
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texId[0]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(1, 0);
glVertex2f(1, -1);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(0, 1);
glVertex2f(-1, 1);
glEnd();
glDisable(GL_TEXTURE_2D);
checkFramebufferStatus();
CheckGlErrors("render");
#ifndef FBO
glutSwapBuffers();
#endif
}
void glslProcess()
{
GLSLProgram glprog;
glprog.SetGstap(true);
glprog.SetVerbose(true);
if(!glprog.Create("D:\\v0.vert", "D:\\v0.frag")) {
return ;
}
glprog.Use();
}
void readBack()
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, img1.cols, img1.rows, GL_RGB, GL_UNSIGNED_BYTE, img1.data);
}
void main(int argc, char ** argv)
{
int argc_ = 1;
char *argv_[1] = {(char *)"something"};
//glutInit(&argc_, argv_); // initialize the toolkit
//GLuint glutwindow = glutCreateWindow("something"); // open the screen window
if(!glfwInit()) {
printf("glfwinit fail");
return ;
}
CheckGlErrors("glfwInit");
GLFWwindow *glfwwindow = glfwCreateWindow(screenWidth, screenHeight, "example", NULL, NULL);
CheckGlErrors("glfwCreateWindow");
if(glfwwindow == NULL) {
printf("glfwCreateWindow fail");
glfwTerminate();
return ;
}
glfwHideWindow(glfwwindow);
CheckGlErrors("glfwHideWindow");
glfwMakeContextCurrent(glfwwindow);
CheckGlErrors("glfwMakeContextCurrent");
#ifndef FBO
glutDisplayFunc(renderFBO); // register the redraw function
#endif
GLenum err = glewInit();
if(GLEW_OK != err) {
printf("glewInit Error: %s\n", glewGetErrorString(err));
getchar();
return ;
}
myInit();
glslProcess();
#ifdef FBO
for(int i=1;i<3;++i) {
char filename[30];
sprintf(filename, "%d.png", i+1);
img = cv::imread(filename);
if(img.empty())
return ;
//cv::cvtColor(img, img, CV_BGR2RGB);
renderFBO();
readBack();
//cv::cvtColor(img1, img1, CV_BGR2RGB);
printf("output img, width is %d, height is %d, %d\n", img1.cols, img1.rows, img1.channels());
sprintf(filename, "D:\\%d.bmp", 20+i);
cv::imwrite(filename, img1);
}
//getchar();
#else
glutMainLoop(); // go into a perpetual loop
#endif
glDeleteFramebuffers(1, &fb);
glDeleteTextures(2, texId);
//glutDestroyWindow(glutwindow);
glfwTerminate();
getchar();
}