最終更新: mikk_ni3_92 2008年05月29日(木) 10:07:12履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> ウィンドウのキャプチャとテクスチャ >> ウィンドウのキャプチャと保存
#include <cstdio>
#include <cmath>
#include <iostream>
#include <cstdio>
#include <iostream>
#include <cv.h>
#include <highgui.h>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void SpecialKey(int key, int x, int y);
inline void SAVE_IMAGE();
using namespace std;
/*****[テクスチャ関連]*****/
GLuint texture[1];
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutSpecialFunc(SpecialKey);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static float light_pos[] = { 0.0, 3.0, 5.0, 1.0 };
static float red[] = { 0.8, 0.2, 0.2, 1.0 };
static float green[] = { 0.2, 0.8, 0.2, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslated(0,1,0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green);
glutSolidSphere(0.5,20,20);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
void SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_F1:
SAVE_IMAGE();
cout << "save >> out2.bmp" << endl;
break;
}
}
/*******ここから各種関数*******/
inline void SAVE_IMAGE()
{
char *data;
data = new char[glutGet(GLUT_WINDOW_WIDTH)*glutGet( GLUT_WINDOW_HEIGHT)*3];
glReadPixels(0,0, glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT),
GL_RGB,GL_UNSIGNED_BYTE,data);
IplImage *imgA;
imgA = cvCreateImage(cvSize(glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT)),IPL_DEPTH_8U,3);
memcpy(imgA->imageData,data,imgA->imageSize);
cvCvtColor(imgA, imgA, CV_BGR2RGB);
cvFlip(imgA,NULL,0);
cvSaveImage( "out2.bmp", imgA);
delete [] data;
cvReleaseImage( &imgA );
}
#include <cstdio>
#include <cmath>
#include <iostream>
#include <cstdio>
#include <iostream>
#include <cv.h>
#include <highgui.h>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void SpecialKey(int key, int x, int y);
inline void SAVE_IMAGE();
using namespace std;
/*****[テクスチャ関連]*****/
GLuint texture[1];
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutSpecialFunc(SpecialKey);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static float light_pos[] = { 0.0, 3.0, 5.0, 1.0 };
static float red[] = { 0.8, 0.2, 0.2, 1.0 };
static float green[] = { 0.2, 0.8, 0.2, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslated(0,1,0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green);
glutSolidSphere(0.5,20,20);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
void SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_F1:
SAVE_IMAGE();
cout << "save >> out2.bmp" << endl;
break;
}
}
/*******ここから各種関数*******/
inline void SAVE_IMAGE()
{
char *data;
data = new char[glutGet(GLUT_WINDOW_WIDTH)*glutGet( GLUT_WINDOW_HEIGHT)*3];
glReadPixels(0,0, glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT),
GL_RGB,GL_UNSIGNED_BYTE,data);
IplImage *imgA;
imgA = cvCreateImage(cvSize(glutGet(GLUT_WINDOW_WIDTH),glutGet( GLUT_WINDOW_HEIGHT)),IPL_DEPTH_8U,3);
memcpy(imgA->imageData,data,imgA->imageSize);
cvCvtColor(imgA, imgA, CV_BGR2RGB);
cvFlip(imgA,NULL,0);
cvSaveImage( "out2.bmp", imgA);
delete [] data;
cvReleaseImage( &imgA );
}