112 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include <iostream>
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#ifdef WIN32
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    #define WIN32_LEAN_AND_MEAN 1
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    #define NOMINMAX 1
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    #include <windows.h>
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#endif
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#if defined(__APPLE__)
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    #include <OpenGL/gl.h>
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    #include <OpenGL/glu.h>
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#else
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    #include <GL/gl.h>
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    #include <GL/glu.h>
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#endif
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#include "opencv2/core/core.hpp"
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#include "opencv2/core/opengl_interop.hpp"
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#include "opencv2/core/gpumat.hpp"
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#include "opencv2/highgui/highgui.hpp"
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using namespace std;
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using namespace cv;
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using namespace cv::gpu;
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const int win_width = 800;
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const int win_height = 640;
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struct DrawData
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{
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    ogl::Arrays arr;
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    ogl::Texture2D tex;
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    ogl::Buffer indices;
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};
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void draw(void* userdata);
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void draw(void* userdata)
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{
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    DrawData* data = static_cast<DrawData*>(userdata);
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    glRotated(0.6, 0, 1, 0);
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    ogl::render(data->arr, data->indices, ogl::TRIANGLES);
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}
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int main(int argc, char* argv[])
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{
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    if (argc < 2)
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    {
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        cout << "Usage: " << argv[0] << " image" << endl;
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        return -1;
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    }
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    Mat img = imread(argv[1]);
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    if (img.empty())
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    {
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        cerr << "Can't open image " << argv[1] << endl;
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        return -1;
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    }
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    namedWindow("OpenGL", WINDOW_OPENGL);
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    resizeWindow("OpenGL", win_width, win_height);
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    Mat_<Vec2f> vertex(1, 4);
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    vertex << Vec2f(-1, 1), Vec2f(-1, -1), Vec2f(1, -1), Vec2f(1, 1);
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    Mat_<Vec2f> texCoords(1, 4);
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    texCoords << Vec2f(0, 0), Vec2f(0, 1), Vec2f(1, 1), Vec2f(1, 0);
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    Mat_<int> indices(1, 6);
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    indices << 0, 1, 2, 2, 3, 0;
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    DrawData data;
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    data.arr.setVertexArray(vertex);
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    data.arr.setTexCoordArray(texCoords);
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    data.indices.copyFrom(indices);
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    data.tex.copyFrom(img);
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    glMatrixMode(GL_PROJECTION);
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    glLoadIdentity();
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    gluPerspective(45.0, (double)win_width / win_height, 0.1, 100.0);
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    glMatrixMode(GL_MODELVIEW);
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    glLoadIdentity();
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    gluLookAt(0, 0, 3, 0, 0, 0, 0, 1, 0);
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    glEnable(GL_TEXTURE_2D);
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    data.tex.bind();
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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    glDisable(GL_CULL_FACE);
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    setOpenGlDrawCallback("OpenGL", draw, &data);
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    for (;;)
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    {
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        updateWindow("OpenGL");
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        int key = waitKey(40);
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        if ((key & 0xff) == 27)
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            break;
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    }
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    setOpenGlDrawCallback("OpenGL", 0, 0);
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    destroyAllWindows();
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    return 0;
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}
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