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kirtijindal14 4ccee4a65f Merge pull request #29485 from kirtijindal14:opengl-core-highgui
Core, Highgui: OpenGL wrappers & window free-callback API #29485

This PR is a continuation of the work started in [20371](https://github.com/opencv/opencv/pull/20371)
### 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
- [x] There is accuracy test, performance test and test data in opencv_extra repository, if applicable
      Patch to opencv_extra has the same branch name.
- [x] The feature is well documented and sample code can be built with the project CMake
2026-07-26 15:03:35 +03:00

158 lines
4.6 KiB
C++

#include <iostream>
#include "opencv2/core.hpp"
#include "opencv2/core/opengl.hpp"
#include "opencv2/highgui.hpp"
using namespace std;
using namespace cv;
const int win_width = 800;
const int win_height = 640;
// All GL objects live for the lifetime of the window's GL context.
// autoRelease is left at its default (false) so they are reclaimed with the
// context on shutdown; calling glDelete* from a destructor after the context
// is gone would raise a GL error (see cv::ogl wrapper docs).
struct DrawData
{
ogl::Program program;
ogl::Buffer vbo; // referenced by the VertexArray; must outlive it
ogl::VertexArray vao;
ogl::Texture2D tex;
int transformLoc;
};
static cv::Matx44f rot(float angle)
{
// Row-major; ogl::Program::setUniformMat4x4 uploads with transpose enabled.
return cv::Matx44f(
cos(angle), 0, sin(angle), 0,
0, 1, 0, 0,
-sin(angle), 0, cos(angle), 0,
0, 0, 0, 1);
}
static void draw(void* userdata) {
DrawData* data = static_cast<DrawData*>(userdata);
static float angle = 0.0f;
angle += 1.f;
cv::Matx44f trans = rot(CV_PI * angle / 360.f);
ogl::clearColor(Scalar::all(0));
ogl::clearDepth(1.0f);
data->program.bind();
ogl::Program::setUniformMat4x4(data->transformLoc, trans);
data->tex.bind();
data->vao.bind();
ogl::drawArrays(0, 4, ogl::TRIANGLE_STRIP);
ogl::VertexArray::unbind();
}
int main(int argc, char* argv[])
{
string filename;
if (argc < 2)
{
cout << "Usage: " << argv[0] << " image" << endl;
filename = "baboon.jpg";
}
else
filename = argv[1];
Mat img = imread(samples::findFile(filename));
if (img.empty())
{
cerr << "Can't open image " << filename << endl;
return -1;
}
flip(img, img, 0);
namedWindow("OpenGL", WINDOW_OPENGL);
resizeWindow("OpenGL", win_width, win_height);
DrawData data;
ogl::enable(ogl::DEPTH_TEST);
const char *vertex_shader_source =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"layout (location = 1) in vec2 texCoord;\n"
"out vec2 TexCoord;\n"
"uniform mat4 transform;\n"
"void main() {\n"
" gl_Position = transform * vec4(position, 1.0);\n"
" TexCoord = texCoord;\n"
"}\n";
const char *fragment_shader_source =
"#version 330 core\n"
"in vec2 TexCoord;\n"
"out vec4 color;\n"
"uniform sampler2D ourTexture;\n"
"void main() {\n"
" color = texture(ourTexture, TexCoord);\n"
"}\n";
// Compile shaders and link the program via the ogl wrappers.
ogl::Shader vertex_shader(vertex_shader_source, ogl::Shader::VERTEX);
ogl::Shader fragment_shader(fragment_shader_source, ogl::Shader::FRAGMENT);
data.program = ogl::Program(vertex_shader, fragment_shader);
data.transformLoc = data.program.getUniformLocation("transform");
const float vertices[] = {
// Positions // Texture Coords
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Right
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Left
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f // Bottom Left
};
// Upload the interleaved vertex data into a GL buffer.
Mat vertexMat(4, 5, CV_32F, (void*)vertices);
data.vbo = ogl::Buffer(vertexMat, ogl::Buffer::ARRAY_BUFFER);
// Position attribute (location 0): 3 floats, no offset.
ogl::Attribute posAttr;
posAttr.buffer_ = data.vbo;
posAttr.stride_ = 5 * sizeof(float);
posAttr.offset_ = 0;
posAttr.size_ = 3;
posAttr.type_ = ogl::Attribute::FLOAT;
posAttr.integer_ = false;
posAttr.normalized_ = false;
posAttr.shader_loc_ = 0;
// Texture coord attribute (location 1): 2 floats, offset past the 3 position floats.
ogl::Attribute texAttr;
texAttr.buffer_ = data.vbo;
texAttr.stride_ = 5 * sizeof(float);
texAttr.offset_ = 3 * sizeof(float);
texAttr.size_ = 2;
texAttr.type_ = ogl::Attribute::FLOAT;
texAttr.integer_ = false;
texAttr.normalized_ = false;
texAttr.shader_loc_ = 1;
data.vao = ogl::VertexArray({posAttr, texAttr});
// Image to texture.
data.tex = ogl::Texture2D(img);
setOpenGlDrawCallback("OpenGL", draw, &data);
for (;;)
{
updateWindow("OpenGL");
char key = (char)waitKey(40);
if (key == 27)
break;
}
setOpenGlDrawCallback("OpenGL", 0, 0);
destroyAllWindows();
return 0;
}