简体   繁体   English

带有 OpenGL 和 Kinect v2 的 QT5:错误的图像呈现

[英]QT5 with OpenGL and Kinect v2: wrong image presentation

I would like to show a color image from the kinect v2 sensor over openGl in a Qt widget.我想在 Qt 小部件中通过 openGl 显示来自 kinect v2 传感器的彩色图像。 The problem is, that the presentation of this image is incorrect.问题是,此图像的呈现方式不正确。

Here is the code where I get the color frame:这是我获取颜色框架的代码:

class:班级:

cv::Mat                     ColorMap;
std::vector<BYTE>           colorBuffer;
int                         color_width;
int                         color_height;

code:代码:

if(colorBuffer.empty())
   colorBuffer.resize(color_height * color_width * 4 * sizeof(unsigned char));

hr = ColorFrame->CopyConvertedFrameDataToArray((UINT)colorBuffer.size(),
                             &colorBuffer[0], ColorImageFormat::ColorImageFormat_Bgra );

ColorMap = cv::Mat( color_height, color_width, CV_8UC4, &colorBuffer[0]);

That means, I get the color information as BGR Format with an alpha channel and copy it to a matrix with 4 channels, (BRGA) and each channel has 8Bit from 0 to 255. Correct?这意味着,我以带有 alpha 通道的 BGR 格式获取颜色信息,并将其复制到具有 4 个通道的矩阵 (BRGA) 中,并且每个通道具有从 0 到 255 的 8Bit。正确吗?

In the next step, I resize it as the same size as the widget:在下一步中,我将其调整为与小部件相同的大小:

    Kinect->CreateFrame();
    cv::Mat GUIColorImage;
    Kinect->ColorMap.copyTo(GUIColorImage);
    cv::resize(GUIColorImage,GUIColorImage,
    cv::Size(ui->Left_Widget_Color->width(),ui->Left_Widget_Color->height()));

Than I've tried two convert methods: 1. convert to BGR 2. convert to 8UC3 (8-Bit, unsigned char, 3 channels (the same as BGR?))比我尝试过两种转换方法:1. 转换为 BGR 2. 转换为 8UC3(8 位,无符号字符,3 个通道(与 BGR 相同?))

1: GUIColorImage.convertTo(GUIColorImage,CV_BGRA2BGR); 1: GUIColorImage.convertTo(GUIColorImage,CV_BGRA2BGR);

2: GUIColorImage.convertTo(GUIColorImage,CV_8UC3); 2: GUIColorImage.convertTo(GUIColorImage,CV_8UC3);

But no solutions works.但没有任何解决方案有效。

After the conversion, I try to display it over openGl with:转换后,我尝试通过 openGl 显示它:

LeftWidgetColor.UpdateImage(GUIColorImage);

LeftWidgetColor is a QOpenGLWidget: LeftWidgetColor 是一个 QOpenGLWidget:

header:标题:

class RenderWidget : public QOpenGLWidget
{
    Q_OBJECT
public:
    RenderWidget(QWidget *parent);
    ~RenderWidget();
    void UpdateImage(cv::Mat newimage);
    void initializeGL();
    void paintGL();

private:
    int                 width;
    int                 height;
    GLuint              texture;
    cv::Mat             image;

signals:
    void info(QString msg);
    void error(QString msg);
    void DepthValueAt(cv::Point2i DepthPosition);

protected:
    void mousePressEvent(QMouseEvent *event);
    void mouseReleaseEvent(QMouseEvent *event);
    void mouseMoveEvent(QMouseEvent *event);
};

code:代码:

RenderWidget::RenderWidget(QWidget *parent) : QOpenGLWidget(parent)
{
    width = this->size().width();
    height = this->size().height();
    texture = 0;
    initializeGL();
}

RenderWidget::~RenderWidget()
{
    glDeleteTextures(1, &texture);
}


void RenderWidget::initializeGL()
{
    //Background Color is black
    glClearColor(0,0,0,1);

    //Storage of Pixelmode for two-dimensional textures
    glPixelStorei (GL_UNPACK_ALIGNMENT, 1);

    //Create texture
    glGenTextures(1, &texture);

    glViewport(0, 0, width, height);


}

void RenderWidget::paintGL()
{
    // Clear the screen and depth buffer (with black)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Select the model view matrix and reset it
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glTranslatef(0.0f, 0.0f, 0.0f);

    // Abort drawing if OpenCV was unable to open the camera
    if (image.empty())
    {
        return;
    }
    glEnable(GL_TEXTURE_RECTANGLE_ARB);

    // Typical texture generation using data from the bitmap
    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);

    // Transfer image data to the GPU
    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                 3, image.cols, image.rows, 0,
                 GL_BGR, GL_UNSIGNED_BYTE, image.data);


    if (glGetError() != GL_NO_ERROR)
    {
    }

    // Draw a 2D face with texture
    glBegin(GL_QUADS);
        glTexCoord2f(0, 0);                   glVertex2f(1, 1);
        glTexCoord2f(image.cols, 0);          glVertex2f(-1, 1);
        glTexCoord2f(image.cols, image.rows); glVertex2f(-1, -1);
        glTexCoord2f(0, image.rows);          glVertex2f(1, -1);
    glEnd();

glDisable(GL_TEXTURE_RECTANGLE_ARB);
}

void RenderWidget::UpdateImage(cv::Mat newimage)
{
    newimage.copyTo(image);
    update();
}

I guess the problem is in:我想问题出在:

glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
             3, image.cols, image.rows, 0,
             GL_BGR, GL_UNSIGNED_BYTE, image.data);

But I can't find it.但我找不到。 I've declared 3-channels, BGR, 8-Bit = 1 Byte as unsigned.我已将 3-channels, BGR, 8-Bit = 1 Byte 声明为无符号。 Does someone know where the mistake is?有人知道错误在哪里吗?

开放式Gl

If i show it over imshow (openCv class), it works fine.如果我通过 imshow(openCv 类)显示它,它工作正常。

在 opencv 上显示

My Mistake was, that I used cv::Mat::convertTo(): but here they wrote, that convertTo() should not used to convert the format (Only to change the data type).我的错误是,我使用了cv::Mat::convertTo():在这里他们写道,convertTo() 不应该用于转换格式(仅用于更改数据类型)。 cv::cvtColor is the right function and it works well for me. cv::cvtColor 是正确的函数,对我来说效果很好。 So I've changed the conversion from:所以我改变了转换:

GUIColorImage.convertTo(GUIColorImage,CV_BGRA2BGR);

to

cv::cvtColor(GUIColorImage,GUIColorImage,CV_BGRA2BGR);

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM