在前面的博客中opengl 显示BMP图像,总结了如何使用opengl显示BMP图像,如何显示BMP图像序列。
在做Object detection的一些工作中,经常会将检测到object用一个框标记出来,这次探索一下如何实现这个功能。
这要使用Opengl的blend功能。
void glBlendFunc(GLenum sfactor,GLenum dfactor);
sfactor
指定如何计算红色,绿色,蓝色和alpha源混合因子。下列符号常量被接受:GL_ZERO,GL_ONE,GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR,GL_DST_COLOR,GL_ONE_MINUS_DST_COLOR,GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA,GL_DST_ALPHA,GL_ONE_MINUS_DST_ALPHA,GL_CONSTANT_COLOR,GL_ONE_MINUS_CONSTANT_COLOR,GL_CONSTANT_ALPHA,GL_ONE_MINUS_CONSTANT_ALPHA和GL_SRC_ALPHA_SATURATE。初始值为GL_ONE。
dfactor
指定如何计算红色,绿色,蓝色和alpha目标混合因子。接受以下符号常量:GL_ZERO,GL_ONE,GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR,GL_DST_COLOR,GL_ONE_MINUS_DST_COLOR,GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA,GL_DST_ALPHA,GL_ONE_MINUS_DST_ALPHA。 GL_CONSTANT_COLOR,GL_ONE_MINUS_CONSTANT_COLOR,GL_CONSTANT_ALPHA和GL_ONE_MINUS_CONSTANT_ALPHA。初始值为GL_ZERO。
其实原理还时很简单的,图片是一个图层,将框画到另外一个图层上面,将这两个图层进行alpha blending即可。
能用代码说明的问题,尽量上代码:
// show_yuv422p.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include // OpenGL toolkit
#include
#ifdef __APPLE__
#include
#else
#define FREEGLUT_STATIC
#include
#endif
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
// settings
const int SCR_WIDTH = 640, SCR_HEIGHT = 480;
GLuint base_prog;
GLuint quad_vbo;
GLuint tex;
unsigned char* image;
GLShaderManager shaderManager;
GLBatch squareBatch;
GLfloat blockSize = 0.2f;
GLfloat vVerts[] = { -blockSize, -blockSize, 0.0f,
blockSize, -blockSize, 0.0f,
blockSize, blockSize, 0.0f,
-blockSize, blockSize, 0.0f };
//----------------------------------------------------------------------------
void glAttachShaderSource(GLuint prog, GLenum type, const char * source)
{
GLuint sh;
sh = glCreateShader(type);
glShaderSource(sh, 1, &source, NULL);
glCompileShader(sh);
char buffer[4096];
glGetShaderInfoLog(sh, sizeof(buffer), NULL, buffer);
glAttachShader(prog, sh);
glDeleteShader(sh);
}
//----------------------------------------------------------------------------
void Init()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEBUG_OUTPUT);
//(1) 编写Vertex shader和 Fragment Shader
static const char quad_shader_vs[] =
"#version 330 core\n"
"\n"
"layout (location = 0) in vec2 in_position;\n"
"layout (location = 1) in vec2 in_tex_coord;\n"
"\n"
"out vec2 tex_coord;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = vec4(in_position, 0.0, 1.0);\n"
" tex_coord = in_tex_coord;\n"
"}\n"
;
static const char quad_shader_fs[] =
"#version 330 core\n"
"\n"
"in vec2 tex_coord;\n"
"\n"
"layout (location = 0) out vec4 color;\n"
"\n"
"uniform sampler2D tex;\n"
"\n"
"void main(void)\n"
"{\n"
" color = texture(tex,tex_coord);\n"
"}\n"
;
//(2) 创建两个Shader实例
//创建Program对象
base_prog = glCreateProgram();
//绑定shader到program对象
glAttachShaderSource(base_prog, GL_VERTEX_SHADER, quad_shader_vs);
glAttachShaderSource(base_prog, GL_FRAGMENT_SHADER, quad_shader_fs);
//链接program
glLinkProgram(base_prog);
//初始化Texture
//定义定点数组
static const GLfloat quad_data[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
/*
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
*/
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};
glGenBuffers(1, &quad_vbo);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
/*
glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *ptr);
函数的意义是为 Atrtribute 变量制定VBO中的数据。
参数:
1): index , Attribute的索引
2): size, Attribute 变量数据是由几个元素组成的, x, y, z, w; 最多四个。
3): normalized, 是否归一化, 编程1.0以内的数,这样做的目的是减少向gpu传递数据的带宽。
4): stride, 元素间隔, , 通常是0
*/
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)(8 * sizeof(float)));
glEnableVertexAttribArray(1);
char buf[1024];
glGetProgramInfoLog(base_prog, 1024, NULL, buf);
printf("Program Info Log = %s\n", buf);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
/*
void glPixelStorei(GLenum pname,GLint param);
它含有两个参数:
pname:指定所要被设置参数的符号名。这里,参数的符号名有两种
一种是GL_PACK_ALIGNMENT,它影响将像素数据写回到主存的打包形式,对glReadPixels的调用产生影响;
还有一种是GL_UNPACK_ALIGNMENT,它影响从主存读到的像素数据的解包形式,对glTexImage2D以及glTexSubImage2D产生影响。
param:指定相应的pname设置为什么值。这个数值一般是1、2、4或8,用于指定存储器中每个像素行有多少个字节对齐。对齐的字节数越高,系统就越能优化。
在实际代码中,我们看到的是glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
实际上,我们可以这里可以用4(默认值)。因为checkImage能够保证是4字节对齐的。当然,我们可以通过对checkImage的修改使其保证是8字节对齐:
*/
// texture
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//如果你想加载视频帧,或图片序列,你需要将以下的glTexImage2D()代码放到display()函数中,并且加上计时函数以便更新画面,如果从摄像机读的帧数据直接贴也是可以的
int width, height;
FILE *fp = fopen("D:\\vmshare\\show_yuv422p\\show_yuv422p_on_screen_00000001.bmp", "rb");
if (!fp) {
printf("read file error\n");
return;
}
unsigned char buff[4] = { 0 };
fseek(fp, 18, SEEK_SET);
fread(buff, 1, 4, fp);
width = (buff[3] << 24) + (buff[2] << 16) + (buff[1] << 8) + buff[0];
memset(buff, 0, sizeof(buff));
fread(buff, 1, 4, fp);
height = (buff[3] << 24) + (buff[2] << 16) + (buff[1] << 8) + buff[0];
int line_stride = (width * 3 + 3) / 4 * 4;
image = (unsigned char *)calloc(1, height * line_stride);
fseek(fp, 54, SEEK_SET);
fread(image, 1, height * line_stride, fp);
fclose(fp);
if (image)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, image);
}
else
{
printf("Failed to load texture");
}
glBindTexture(GL_TEXTURE_2D, 0);
shaderManager.InitializeStockShaders();
//GLint line_width = 0;
//glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, &line_width);
//printf("max line width is = %d\n", line_width);
// Load up a triangle fan
//squareBatch.Begin(GL_TRIANGLE_FAN, 4);
//squareBatch.Begin(GL_LINE_STRIP, 4);
squareBatch.Begin(GL_LINE_LOOP, 4);
glLineWidth(2.0f);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
}
void load_frame(unsigned char *frame_rgb_buf, int *w, int *h)
{
char tmp_buf[1024] = { 0 };
static int index = 1;
sprintf(tmp_buf, "D:\\vmshare\\show_yuv422p\\show_yuv422p_on_screen_%08d.bmp", index++);
int width, height;
FILE *fp = fopen(tmp_buf, "rb");
if (!fp) {
printf("read file error\n");
return;
}
printf("read file %s\n", tmp_buf);
unsigned char buff[4] = { 0 };
fseek(fp, 18, SEEK_SET);
fread(buff, 1, 4, fp);
width = (buff[3] << 24) + (buff[2] << 16) + (buff[1] << 8) + buff[0];
memset(buff, 0, sizeof(buff));
fread(buff, 1, 4, fp);
height = (buff[3] << 24) + (buff[2] << 16) + (buff[1] << 8) + buff[0];
int line_stride = (width * 3 + 3) / 4 * 4;
fseek(fp, 54, SEEK_SET);
fread(frame_rgb_buf, 1, height * line_stride, fp);
fclose(fp);
*w = width;
*h = height;
}
//----------------------------------------------------------------------------
void add_rect_roi()
{
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = { 1.0f, 0.0f, 0.9f, 0.5f };
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
squareBatch.Draw();
glDisable(GL_BLEND);
}
void display(void)
{
int width = 0;
int height = 0;
load_frame(image, &width, &height);
if (image)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, image);
}
else
{
printf("Failed to load texture");
}
//glBindTexture(GL_TEXTURE_2D, 0);
glClearColor(0.0, 255, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(base_prog);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(glGetUniformLocation(base_prog, "tex"), 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
add_rect_roi();
glutSwapBuffers();
}
//----------------------------------------------------------------------------
void OnShutdown()
{
glUseProgram(0);
glDeleteProgram(base_prog);
glDeleteTextures(1, &tex);
glDeleteVertexArrays(1, &tex);
//销毁vbo
glDeleteBuffers(1, &quad_vbo);
printf("Shutdown successfull");
if (image) {
free(image);
image = NULL;
}
}
void timeFunc(int value){
display();
// Present frame every 40 ms
glutTimerFunc(40, timeFunc, 0);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(SCR_WIDTH, SCR_HEIGHT);
glutCreateWindow("GL_MultiThread_Video");
printf("Version: %s\n", glGetString(GL_VERSION));
if (glewInit() != GLEW_OK)
{
printf("Failed to initialize GLEW ... exiting");
exit(EXIT_FAILURE);
}
Init();
glutDisplayFunc(display);
glutTimerFunc(40, timeFunc, 0);
glutCloseFunc(OnShutdown);
glutMainLoop();
return 0;
}
可以通过glLineWidth修改线宽。
如果将这个项目持续下去,下次可以弄一段YUV序列来播放一下。
如果在框上再画一些东西,该如何做呢?多层融合该如何实现呢?稍后分解