Warning: file_get_contents(/data/phpspider/zhask/data//catemap/2/csharp/309.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
C# Can';在EMGU CV中绘制SharpGL(openGL包装器)对象_C#_Opengl_Emgucv - Fatal编程技术网

C# Can';在EMGU CV中绘制SharpGL(openGL包装器)对象

C# Can';在EMGU CV中绘制SharpGL(openGL包装器)对象,c#,opengl,emgucv,C#,Opengl,Emgucv,我一直在使用emgu cv(opencv包装器)从网络摄像头捕获图像,并使用其功能处理这些图像。 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一个物体,sharpGL非常适合透视变换等等。我的问题是我无法做到这一点 我不知道怎么对sharpGL说“你们这些家伙,在这个手跟踪窗口内画那个物体” 我想做的是不可能的吗?我很绝望…任何帮助都会很好。提前谢谢 如果你还不明白我的意思,请看这段视频(http://www.youtube.com/watch?v=ccL4t36sVvg) 到

我一直在使用emgu cv(opencv包装器)从网络摄像头捕获图像,并使用其功能处理这些图像。 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一个物体,sharpGL非常适合透视变换等等。我的问题是我无法做到这一点

我不知道怎么对sharpGL说“你们这些家伙,在这个手跟踪窗口内画那个物体” 我想做的是不可能的吗?我很绝望…任何帮助都会很好。提前谢谢

如果你还不明白我的意思,请看这段视频(http://www.youtube.com/watch?v=ccL4t36sVvg)

到目前为止,我刚刚将这段代码翻译成C#

下面是代码片段

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);
        }
最后画一个三维物体

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;
            }

        }
private void openGLControl\u OpenGLDraw(对象发送方,PaintEventArgs e)
{
//获取OpenGL对象。
OpenGL=openGLControl1.OpenGL;
如果(捕获==null)
{
这个。开始捕获();
}
如果(捕获!=null)
{
Image ImageFrame=capture.QueryFrame();
//我正在尝试使用示例代码(sharpGLTextureExample)中的一些算法
//首先,我从queryframe获取一个位图对象(首先将其转换为位图)
位图图像=新位图(ImageFrame.ToBitmap());
//清除颜色和深度缓冲区。
gl.Clear(OpenGL.gl_COLOR_BUFFER_BIT | OpenGL.gl_DEPTH_BUFFER_BIT);
//ImageFrame.Draw(新的矩形(2,2,2,2),新的Bgr(Color.Aqua),2);
//加载标识矩阵。
gl.LoadIdentity();
//然后,锁定图像位(以便我们可以将它们传递给OGL)。
BitmapData BitmapData=image.LockBits(新矩形(0,0,image.Width,image.Height),
ImageLockMode.ReadOnly,PixelFormat.Format32bppArgb);
BindTexture(OpenGL.gl_纹理_2D,纹理[0]);
//gl.TexImage2D(OpenGL.gl_纹理_2D,0,(int)OpenGL.gl_RGBA,ImageFrame.Width,ImageFrame.Height,0,OpenGL.gl_RGBA,OpenGL.gl_无符号字节,ImageFrame);
TexImage2D(OpenGL.gl_纹理_2D,0,(int)OpenGL.gl_RGBA,ImageFrame.Width,ImageFrame.Height,0,OpenGL.gl_RGBA,OpenGL.gl_无符号_字节,位图数据.Scan0);
//开始(OpenGL.gl\u QUADS);
//gl.TexCoord(0,0);gl.Vertex(-1,-1,0);
//gl.TexCoord(1,0);gl.Vertex(1,-1,0);
//高斯坐标(1,5);高斯顶点(1,1,0);
//gl.TexCoord(0,1);gl.Vertex(-1,1,0);
//gl.End();
//gl.Flush();
//纹理绑定(gl);
//
//CamImageBox.Image=ImageFrame;
}
}
但是输出总是返回白色,没有纹理


我也考虑过使用纹理类,但没有用..因为没有输入参数为帧的方法…

从您的代码和帮助中,我得到了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);
    }
}
我希望有帮助

经过一些实验后,我可以使用TexImage2D,但只能使用宽度和高度为二次方的图像

而不是:

var frame = capture.QueryFrame();
texture.Destroy(gl);
texture.Create(gl, frame.Bitmap);
它可以替换为下面的块来更新图片的数据。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