1 | initial version |
This is my code for reading image from camera and display(With mirrored) with GLFW+OpenGL. May it help you.
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
#include <iostream>
#include <opencv2/videoio.hpp>
#include <opencv2/imgproc.hpp>
using namespace cv;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
unsigned char* cvMat2TexInput(Mat& img);
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // for Mac OSX
#endif
VideoCapture cap(0);
if (!cap.isOpened())
{
std::cout << "Camera not opened!" << std::endl;
return -1;
}
Mat frame;
cap >> frame;
int width = frame.cols;
int height = frame.rows;
unsigned char* image = cvMat2TexInput(frame);
// glfw window creation
GLFWwindow* window = glfwCreateWindow(width, height, "frame", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("shader.vert", "shader.frag");
float vertices[] = {
// Position TexCoord
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // below left
1.0f, -1.0f, 0.0f, 1.0f, 0.0f // below right
};
// Set up index
unsigned int indices[] = {
0, 1, 2,
1, 2, 3
};
unsigned int VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
while(!glfwWindowShouldClose(window))
{
cap >> frame;
image = cvMat2TexInput(frame);
if(image)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
}
else
{
std::cout << "Failed to load texture." << std::endl;
}
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw Rectangle
ourShader.use();
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
(void)window;
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
unsigned char* cvMat2TexInput(Mat& img)
{
cvtColor(img, img, COLOR_BGR2RGB);
flip(img, img, -1);
return img.data;
}