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4842043c6a
Support OpenGL GTK3 New API #25822 Fixes #20001 GSoC2024 Project ### Pull Request Readiness Checklist See details at https://github.com/opencv/opencv/wiki/How_to_contribute#making-a-good-pull-request - [x] I agree to contribute to the project under Apache 2 License. - [x] To the best of my knowledge, the proposed patch is not based on a code under GPL or another license that is incompatible with OpenCV - [x] The PR is proposed to the proper branch - [x] There is a reference to the original bug report and related work - [ ] There is accuracy test, performance test and test data in opencv_extra repository, if applicable Patch to opencv_extra has the same branch name. - [ ] The feature is well documented and sample code can be built with the project CMake
170 lines
4.8 KiB
C++
170 lines
4.8 KiB
C++
#include <iostream>
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#include <epoxy/gl.h>
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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.hpp"
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#include "opencv2/core/opengl.hpp"
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#include "opencv2/core/cuda.hpp"
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#include "opencv2/highgui.hpp"
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using namespace std;
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using namespace cv;
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using namespace cv::cuda;
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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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GLuint vao, vbo, program, textureID;
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};
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static cv::Mat rot(float angle)
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{
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cv::Mat R_y = (cv::Mat_<float>(4,4) <<
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cos(angle), 0, sin(angle), 0,
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0, 1, 0, 0,
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-sin(angle), 0, cos(angle), 0,
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0, 0, 0, 1);
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return R_y;
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}
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static GLuint create_shader(const char* source, GLenum type) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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return shader;
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}
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static void draw(void* userdata) {
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DrawData* data = static_cast<DrawData*>(userdata);
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static float angle = 0.0f;
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angle += 1.f;
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cv::Mat trans = rot(CV_PI * angle / 360.f);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(data->program);
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glUniformMatrix4fv(glGetUniformLocation(data->program, "transform"), 1, GL_FALSE, trans.ptr<float>());
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glBindTexture(GL_TEXTURE_2D, data->textureID);
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glBindVertexArray(data->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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int main(int argc, char* argv[])
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{
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string filename;
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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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filename = "baboon.jpg";
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}
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else
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filename = argv[1];
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Mat img = imread(samples::findFile(filename));
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if (img.empty())
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{
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cerr << "Can't open image " << filename << endl;
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return -1;
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}
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flip(img, img, 0);
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namedWindow("OpenGL", WINDOW_OPENGL);
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resizeWindow("OpenGL", win_width, win_height);
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DrawData data;
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glEnable(GL_DEPTH_TEST);
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const char *vertex_shader_source =
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"#version 330 core\n"
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"layout (location = 0) in vec3 position;\n"
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"layout (location = 1) in vec2 texCoord;\n"
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"out vec2 TexCoord;\n"
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"uniform mat4 transform;\n"
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"void main() {\n"
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" gl_Position = transform * vec4(position, 1.0);\n"
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" TexCoord = texCoord;\n"
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"}\n";
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const char *fragment_shader_source =
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"#version 330 core\n"
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"in vec2 TexCoord;\n"
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"out vec4 color;\n"
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"uniform sampler2D ourTexture;\n"
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"void main() {\n"
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" color = texture(ourTexture, TexCoord);\n"
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"}\n";
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data.program = glCreateProgram();
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GLuint vertex_shader = create_shader(vertex_shader_source, GL_VERTEX_SHADER);
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GLuint fragment_shader = create_shader(fragment_shader_source, GL_FRAGMENT_SHADER);
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glAttachShader(data.program, vertex_shader);
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glAttachShader(data.program, fragment_shader);
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glLinkProgram(data.program);
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glUseProgram(data.program);
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GLfloat vertices[] = {
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// Positions // Texture Coords
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Right
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Left
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f // Bottom Left
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};
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glGenVertexArrays(1, &data.vao);
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glGenBuffers(1, &data.vbo);
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glBindVertexArray(data.vao);
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glBindBuffer(GL_ARRAY_BUFFER, data.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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// Texture Coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0); // Unbind VAO
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// Image to texture
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glGenTextures(1, &data.textureID);
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glBindTexture(GL_TEXTURE_2D, data.textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.cols, img.rows, 0, GL_BGR, GL_UNSIGNED_BYTE, img.data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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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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char key = (char)waitKey(40);
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if (key == 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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