OpenGL——OpenCV與SOIL讀取圖片進行紋理貼圖


使用OpenCV讀取圖片代碼如下

  /*傳入的參數
  std::string m_fileName;
  GLenum m_textureTarget = GL_TEXTURE_2D;
  GLuint m_textureObj;
  */
  Mat img = imread(m_fileName);

    if (img.empty())
    {
        fprintf(stderr, "Can not load image %s\n", m_fileName);
        return -1;
    }
    //設置長寬
    int width = img.cols;
    int height = img.rows;
    int channel = img.channels();
    printf(" depth  %d\n", channel);

    //獲取圖像指針
    int pixellength = width * height * channel;
    GLubyte* pixels = new GLubyte[pixellength];
    memcpy(pixels, img.data, pixellength * sizeof(char));
    //imshow("OpenCV", img);
    

    glGenTextures(1, &m_textureObj);
    glBindTexture(m_textureTarget, m_textureObj);
    //必須一個RGB  一個BGR(opencv的mat類的顏色通道是BGR) 否則會出現顏色偏差
    glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, pixels);
    //紋理放大縮小使用線性插值
    glTexParameterf(m_textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(m_textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    
    glBindTexture(m_textureTarget, 0);
    free(pixels);

 

運行程序時,出現了兩個問題:

  • 紋理貼圖是黑白的——解決方案:讀取的圖片的高和寬的大小改為2的倍數即可
  • 貼圖顏色出現偏差——解決方案:(原因見上)
    glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, pixels);

 使用SOIL讀取圖片代碼如下

    int picWidth, picHeight;
    int channel = 0;

    unsigned char* imageData = SOIL_load_image(m_fileName.c_str(), &picWidth, &picHeight, &channel, SOIL_LOAD_RGB);

    if (imageData == NULL)
    {
        fprintf(stderr, "Can not load image ");
        std::cout << m_fileName << "\n";
        return false;
    }
    
    //產生指定數量的紋理對象,並將他們的引用句柄放到GLuint數組指針中
    glGenTextures(1, &m_textureObj);
   //告訴OpenGL后面所有和紋理相關調用中所引用的是該次綁定的紋理對象,直到新的對象被綁定
    glBindTexture(m_textureTarget, m_textureObj);
    glTexImage2D(m_textureTarget, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
    //紋理放大縮小使用線性插值
    glTexParameterf(m_textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(m_textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    
    glBindTexture(m_textureTarget, 0);
    SOIL_free_image_data(imageData);

 


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