无法在 EMGU CV 中绘制 SharpGL(openGL wrapper)对象

本文关键字:openGL wrapper 对象 SharpGL 绘制 EMGU CV | 更新日期: 2023-09-27 18:34:51

我一直在使用emgu cv(opencv包装器(从网络摄像头捕获图像,并使用它的功能来处理这些图像。我还检测手并跟踪手的运动...

现在,我需要根据手的位置画一种地球或只是一个物体,对于它,sharpGL非常适合透视变换等等。我的问题是我无法实现这一目标。

我不知道怎么对锐化GL说"你这家伙,在这个手部跟踪窗口中画那个物体"我想做的事情是不可能的吗?我很绝望...任何帮助都会很棒。提前致谢

如果您仍然对我的意思感到困惑,请观看此视频(http://www.youtube.com/watch?v=ccL4t36sVvg(

到目前为止,我刚刚将这段代码 http://blog.damiles.com/2008/10/opencv-opengl/转换为 C#

这是代码片段

private void openGLControl_OpenGLInitialized(object sender, EventArgs e)
        {
            //  TODO: Initialise OpenGL here.
            //  The texture identifier.
            uint[] textures = new uint[1];
            //  Get the OpenGL object.
            OpenGL gl = openGLControl1.OpenGL;
            //texture.Create(gl);
            //  Get one texture id, and stick it into the textures array.
            gl.GenTextures(1, textures);
            //  Bind the texture.
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, textures[0]);
            //  A bit of extra initialisation here, we have to enable textures.
            gl.Enable(OpenGL.GL_TEXTURE_2D);
            //  Specify linear filtering.
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_NEAREST);
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_NEAREST);
            gl.PixelStore(OpenGL.GL_UNPACK_ALIGNMENT, 1);
            //  Set the clear color.
            gl.ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        }

private void openGLControl_Resized(object sender, EventArgs e)
        {
            //  TODO: Set the projection matrix here.
            //  Get the OpenGL object.
            OpenGL gl = openGLControl1.OpenGL;
            //  Set the projection matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            //  Load the identity.
            gl.LoadIdentity();
            //  Create a perspective transformation.
            gl.Perspective(60.0f, (double)Width / (double)Height, 0.01, 100.0);
            //  Use the 'look at' helper function to position and aim the camera.
            gl.LookAt(-5, 5, -5, 0, 0, 0, 0, 1, 0);
            //  Set the modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
        }

最后绘制一个 3D 对象

private void openGLControl_OpenGLDraw(object sender, PaintEventArgs e)
        {
            //  Get the OpenGL object.
            OpenGL gl = openGLControl1.OpenGL;
            if (capture == null)
            {
                this.start_capture();
            }
            if (capture != null)
            {
                Image<Bgr, Byte> ImageFrame = capture.QueryFrame();
                //I'm trying to use some algorithm using the code from sample (sharpGLTextureExample)
                //first, I make an Bitmap object that I take from queryframe(convert it to bitmap first)
                Bitmap image = new Bitmap(ImageFrame.ToBitmap());

                //  Clear the color and depth buffer.
                gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
                //ImageFrame.Draw(new Rectangle(2, 2, 2, 2), new Bgr(Color.Aqua), 2);

                //  Load the identity matrix.
                gl.LoadIdentity();
                //then, Lock the image bits (so that we can pass them to OGL).
                BitmapData bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height),
                ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
                gl.BindTexture(OpenGL.GL_TEXTURE_2D, textures[0]);
                //gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, (int)OpenGL.GL_RGBA, ImageFrame.Width, ImageFrame.Height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, ImageFrame);
                gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, (int)OpenGL.GL_RGBA, ImageFrame.Width, ImageFrame.Height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, bitmapData.Scan0);

                //gl.Begin(OpenGL.GL_QUADS);
                //gl.TexCoord(0, 0); gl.Vertex(-1, -1, 0);
                //gl.TexCoord(1, 0); gl.Vertex(1, -1, 0);
                //gl.TexCoord(1, 5); gl.Vertex(1, 1, 0);
                //gl.TexCoord(0, 1); gl.Vertex(-1, 1, 0);
                //gl.End();
                //gl.Flush();
                //texture.Bind(gl);
                //
                //CamImageBox.Image = ImageFrame;
            }
        }

但是输出总是返回白色,上面没有纹理......

我也考虑使用纹理类,但没有用。因为没有输入参数是帧的方法......

无法在 EMGU CV 中绘制 SharpGL(openGL wrapper)对象

从您的代码和 http://basic4gl.wikispaces.com/2D+Drawing+in+OpenGL 的帮助下,我让 SharpGL 显示来自 EmguCV 的视频

public partial class FormSharpGLTexturesSample : Form
{
    Capture capture;
    public FormSharpGLTexturesSample()
    {
        InitializeComponent();
        //  Get the OpenGL object, for quick access.
        SharpGL.OpenGL gl = this.openGLControl1.OpenGL;
        //  A bit of extra initialisation here, we have to enable textures.
        gl.Enable(OpenGL.GL_TEXTURE_2D);
        gl.Disable(OpenGL.GL_DEPTH_TEST);
        //  Create our texture object from a file. This creates the texture for OpenGL.
        capture = new Capture(@"Video file here");
    }
    private void openGLControl1_OpenGLDraw(object sender, RenderEventArgs e)
    {
        //  Get the OpenGL object, for quick access.
        SharpGL.OpenGL gl = this.openGLControl1.OpenGL;
        int Width = openGLControl1.Width;
        int Height = openGLControl1.Height;
        gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT);
        gl.LoadIdentity();
        var frame = capture.QueryFrame();
        texture.Destroy(gl);
        texture.Create(gl, frame.Bitmap);
        //  Bind the texture.
        texture.Bind(gl);
        gl.Begin(OpenGL.GL_QUADS);
        gl.TexCoord(0.0f, 0.0f); gl.Vertex(0, 0, 0);
        gl.TexCoord(1.0f, 0.0f); gl.Vertex(Width, 0, 0);
        gl.TexCoord(1.0f, 1.0f); gl.Vertex(Width, Height, 0);
        gl.TexCoord(0.0f, 1.0f); gl.Vertex(0, Height, 0);
        gl.End();
        gl.Flush();
    }

    //  The texture identifier.
    Texture texture = new Texture();
    private void openGLControl1_Resized(object sender, EventArgs e)
    {
        SharpGL.OpenGL gl = this.openGLControl1.OpenGL;
        //  Create an orthographic projection.
        gl.MatrixMode(MatrixMode.Projection);
        gl.LoadIdentity();
        // NOTE: Basically no matter what I do, the only points I see are those at
        // the "near" surface (with z = -zNear)--in this case, I only see green points
        gl.Ortho(0, openGLControl1.Width, openGLControl1.Height, 0, 0, 1);
        //  Back to the modelview.
        gl.MatrixMode(MatrixMode.Modelview);
    }
}

我希望它有所帮助。

经过一些实验,我可以使用TexImage2D,但只能使用宽度和高度为2次幂的图像。

而不是:

var frame = capture.QueryFrame();
texture.Destroy(gl);
texture.Create(gl, frame.Bitmap);

可以用下面的块代替它来更新图片的数据。我想知道如何消除调用 Resize 的需要。

var frame = capture.QueryFrame();
frame = frame.Resize(256, 256, Emgu.CV.CvEnum.INTER.CV_INTER_NN);
Bitmap Bitmap = frame.Bitmap;
BitmapData bitmapData = Bitmap.LockBits(new Rectangle(0, 0, Bitmap.Width, Bitmap.Height),
    ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
gl.BindTexture(OpenGL.GL_TEXTURE_2D, textures[0]);
gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA, Bitmap.Width, Bitmap.Height, 0, OpenGL.GL_BGR, OpenGL.GL_UNSIGNED_BYTE, bitmapData.Scan0);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR); // Required for TexImage2D
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR); // Required for TexImage2D