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- /*M///////////////////////////////////////////////////////////////////////////////////////
- //
- // IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING.
- //
- // By downloading, copying, installing or using the software you agree to this license.
- // If you do not agree to this license, do not download, install,
- // copy or use the software.
- //
- //
- // License Agreement
- // For Open Source Computer Vision Library
- //
- // Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
- // Copyright (C) 2009, Willow Garage Inc., all rights reserved.
- // Third party copyrights are property of their respective owners.
- //
- // Redistribution and use in source and binary forms, with or without modification,
- // are permitted provided that the following conditions are met:
- //
- // * Redistribution's of source code must retain the above copyright notice,
- // this list of conditions and the following disclaimer.
- //
- // * Redistribution's in binary form must reproduce the above copyright notice,
- // this list of conditions and the following disclaimer in the documentation
- // and/or other materials provided with the distribution.
- //
- // * The name of the copyright holders may not be used to endorse or promote products
- // derived from this software without specific prior written permission.
- //
- // This software is provided by the copyright holders and contributors "as is" and
- // any express or implied warranties, including, but not limited to, the implied
- // warranties of merchantability and fitness for a particular purpose are disclaimed.
- // In no event shall the Intel Corporation or contributors be liable for any direct,
- // indirect, incidental, special, exemplary, or consequential damages
- // (including, but not limited to, procurement of substitute goods or services;
- // loss of use, data, or profits; or business interruption) however caused
- // and on any theory of liability, whether in contract, strict liability,
- // or tort (including negligence or otherwise) arising in any way out of
- // the use of this software, even if advised of the possibility of such damage.
- //
- //M*/
- #ifndef OPENCV_CORE_OPENGL_HPP
- #define OPENCV_CORE_OPENGL_HPP
- #ifndef __cplusplus
- # error opengl.hpp header must be compiled as C++
- #endif
- #include "opencv2/core.hpp"
- #include "ocl.hpp"
- namespace cv { namespace ogl {
- /** @addtogroup core_opengl
- This section describes OpenGL interoperability.
- To enable OpenGL support, configure OpenCV using CMake with WITH_OPENGL=ON . Currently OpenGL is
- supported only with WIN32, GTK and Qt backends on Windows and Linux (MacOS and Android are not
- supported). For GTK backend gtkglext-1.0 library is required.
- To use OpenGL functionality you should first create OpenGL context (window or frame buffer). You can
- do this with namedWindow function or with other OpenGL toolkit (GLUT, for example).
- */
- //! @{
- /////////////////// OpenGL Objects ///////////////////
- /** @brief Smart pointer for OpenGL buffer object with reference counting.
- Buffer Objects are OpenGL objects that store an array of unformatted memory allocated by the OpenGL
- context. These can be used to store vertex data, pixel data retrieved from images or the
- framebuffer, and a variety of other things.
- ogl::Buffer has interface similar with Mat interface and represents 2D array memory.
- ogl::Buffer supports memory transfers between host and device and also can be mapped to CUDA memory.
- */
- class CV_EXPORTS Buffer
- {
- public:
- /** @brief The target defines how you intend to use the buffer object.
- */
- enum Target
- {
- ARRAY_BUFFER = 0x8892, //!< The buffer will be used as a source for vertex data
- ELEMENT_ARRAY_BUFFER = 0x8893, //!< The buffer will be used for indices (in glDrawElements, for example)
- PIXEL_PACK_BUFFER = 0x88EB, //!< The buffer will be used for reading from OpenGL textures
- PIXEL_UNPACK_BUFFER = 0x88EC //!< The buffer will be used for writing to OpenGL textures
- };
- enum Access
- {
- READ_ONLY = 0x88B8,
- WRITE_ONLY = 0x88B9,
- READ_WRITE = 0x88BA
- };
- /** @brief The constructors.
- Creates empty ogl::Buffer object, creates ogl::Buffer object from existed buffer ( abufId
- parameter), allocates memory for ogl::Buffer object or copies from host/device memory.
- */
- Buffer();
- /** @overload
- @param arows Number of rows in a 2D array.
- @param acols Number of columns in a 2D array.
- @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- @param abufId Buffer object name.
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- Buffer(int arows, int acols, int atype, unsigned int abufId, bool autoRelease = false);
- /** @overload
- @param asize 2D array size.
- @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- @param abufId Buffer object name.
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- Buffer(Size asize, int atype, unsigned int abufId, bool autoRelease = false);
- /** @overload
- @param arows Number of rows in a 2D array.
- @param acols Number of columns in a 2D array.
- @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- @param target Buffer usage. See cv::ogl::Buffer::Target .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- Buffer(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @overload
- @param asize 2D array size.
- @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- @param target Buffer usage. See cv::ogl::Buffer::Target .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- Buffer(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @overload
- @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or std::vector ).
- @param target Buffer usage. See cv::ogl::Buffer::Target .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- explicit Buffer(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @brief Allocates memory for ogl::Buffer object.
- @param arows Number of rows in a 2D array.
- @param acols Number of columns in a 2D array.
- @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- @param target Buffer usage. See cv::ogl::Buffer::Target .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- void create(int arows, int acols, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @overload
- @param asize 2D array size.
- @param atype Array type ( CV_8UC1, ..., CV_64FC4 ). See Mat for details.
- @param target Buffer usage. See cv::ogl::Buffer::Target .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- void create(Size asize, int atype, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @brief Decrements the reference counter and destroys the buffer object if needed.
- The function will call setAutoRelease(true) .
- */
- void release();
- /** @brief Sets auto release mode.
- The lifetime of the OpenGL object is tied to the lifetime of the context. If OpenGL context was
- bound to a window it could be released at any time (user can close a window). If object's destructor
- is called after destruction of the context it will cause an error. Thus ogl::Buffer doesn't destroy
- OpenGL object in destructor by default (all OpenGL resources will be released with OpenGL context).
- This function can force ogl::Buffer destructor to destroy OpenGL object.
- @param flag Auto release mode (if true, release will be called in object's destructor).
- */
- void setAutoRelease(bool flag);
- /** @brief Copies from host/device memory to OpenGL buffer.
- @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or std::vector ).
- @param target Buffer usage. See cv::ogl::Buffer::Target .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- void copyFrom(InputArray arr, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @overload */
- void copyFrom(InputArray arr, cuda::Stream& stream, Target target = ARRAY_BUFFER, bool autoRelease = false);
- /** @brief Copies from OpenGL buffer to host/device memory or another OpenGL buffer object.
- @param arr Destination array (host or device memory, can be Mat , cuda::GpuMat , std::vector or
- ogl::Buffer ).
- */
- void copyTo(OutputArray arr) const;
- /** @overload */
- void copyTo(OutputArray arr, cuda::Stream& stream) const;
- /** @brief Creates a full copy of the buffer object and the underlying data.
- @param target Buffer usage for destination buffer.
- @param autoRelease Auto release mode for destination buffer.
- */
- Buffer clone(Target target = ARRAY_BUFFER, bool autoRelease = false) const;
- /** @brief Binds OpenGL buffer to the specified buffer binding point.
- @param target Binding point. See cv::ogl::Buffer::Target .
- */
- void bind(Target target) const;
- /** @brief Unbind any buffers from the specified binding point.
- @param target Binding point. See cv::ogl::Buffer::Target .
- */
- static void unbind(Target target);
- /** @brief Maps OpenGL buffer to host memory.
- mapHost maps to the client's address space the entire data store of the buffer object. The data can
- then be directly read and/or written relative to the returned pointer, depending on the specified
- access policy.
- A mapped data store must be unmapped with ogl::Buffer::unmapHost before its buffer object is used.
- This operation can lead to memory transfers between host and device.
- Only one buffer object can be mapped at a time.
- @param access Access policy, indicating whether it will be possible to read from, write to, or both
- read from and write to the buffer object's mapped data store. The symbolic constant must be
- ogl::Buffer::READ_ONLY , ogl::Buffer::WRITE_ONLY or ogl::Buffer::READ_WRITE .
- */
- Mat mapHost(Access access);
- /** @brief Unmaps OpenGL buffer.
- */
- void unmapHost();
- //! map to device memory (blocking)
- cuda::GpuMat mapDevice();
- void unmapDevice();
- /** @brief Maps OpenGL buffer to CUDA device memory.
- This operation doesn't copy data. Several buffer objects can be mapped to CUDA memory at a time.
- A mapped data store must be unmapped with ogl::Buffer::unmapDevice before its buffer object is used.
- */
- cuda::GpuMat mapDevice(cuda::Stream& stream);
- /** @brief Unmaps OpenGL buffer.
- */
- void unmapDevice(cuda::Stream& stream);
- int rows() const;
- int cols() const;
- Size size() const;
- bool empty() const;
- int type() const;
- int depth() const;
- int channels() const;
- int elemSize() const;
- int elemSize1() const;
- //! get OpenGL opject id
- unsigned int bufId() const;
- class Impl;
- private:
- Ptr<Impl> impl_;
- int rows_;
- int cols_;
- int type_;
- };
- /** @brief Smart pointer for OpenGL 2D texture memory with reference counting.
- */
- class CV_EXPORTS Texture2D
- {
- public:
- /** @brief An Image Format describes the way that the images in Textures store their data.
- */
- enum Format
- {
- NONE = 0,
- DEPTH_COMPONENT = 0x1902, //!< Depth
- RGB = 0x1907, //!< Red, Green, Blue
- RGBA = 0x1908 //!< Red, Green, Blue, Alpha
- };
- /** @brief The constructors.
- Creates empty ogl::Texture2D object, allocates memory for ogl::Texture2D object or copies from
- host/device memory.
- */
- Texture2D();
- /** @overload */
- Texture2D(int arows, int acols, Format aformat, unsigned int atexId, bool autoRelease = false);
- /** @overload */
- Texture2D(Size asize, Format aformat, unsigned int atexId, bool autoRelease = false);
- /** @overload
- @param arows Number of rows.
- @param acols Number of columns.
- @param aformat Image format. See cv::ogl::Texture2D::Format .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- Texture2D(int arows, int acols, Format aformat, bool autoRelease = false);
- /** @overload
- @param asize 2D array size.
- @param aformat Image format. See cv::ogl::Texture2D::Format .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- Texture2D(Size asize, Format aformat, bool autoRelease = false);
- /** @overload
- @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or ogl::Buffer ).
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- explicit Texture2D(InputArray arr, bool autoRelease = false);
- /** @brief Allocates memory for ogl::Texture2D object.
- @param arows Number of rows.
- @param acols Number of columns.
- @param aformat Image format. See cv::ogl::Texture2D::Format .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- void create(int arows, int acols, Format aformat, bool autoRelease = false);
- /** @overload
- @param asize 2D array size.
- @param aformat Image format. See cv::ogl::Texture2D::Format .
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- void create(Size asize, Format aformat, bool autoRelease = false);
- /** @brief Decrements the reference counter and destroys the texture object if needed.
- The function will call setAutoRelease(true) .
- */
- void release();
- /** @brief Sets auto release mode.
- @param flag Auto release mode (if true, release will be called in object's destructor).
- The lifetime of the OpenGL object is tied to the lifetime of the context. If OpenGL context was
- bound to a window it could be released at any time (user can close a window). If object's destructor
- is called after destruction of the context it will cause an error. Thus ogl::Texture2D doesn't
- destroy OpenGL object in destructor by default (all OpenGL resources will be released with OpenGL
- context). This function can force ogl::Texture2D destructor to destroy OpenGL object.
- */
- void setAutoRelease(bool flag);
- /** @brief Copies from host/device memory to OpenGL texture.
- @param arr Input array (host or device memory, it can be Mat , cuda::GpuMat or ogl::Buffer ).
- @param autoRelease Auto release mode (if true, release will be called in object's destructor).
- */
- void copyFrom(InputArray arr, bool autoRelease = false);
- /** @brief Copies from OpenGL texture to host/device memory or another OpenGL texture object.
- @param arr Destination array (host or device memory, can be Mat , cuda::GpuMat , ogl::Buffer or
- ogl::Texture2D ).
- @param ddepth Destination depth.
- @param autoRelease Auto release mode for destination buffer (if arr is OpenGL buffer or texture).
- */
- void copyTo(OutputArray arr, int ddepth = CV_32F, bool autoRelease = false) const;
- /** @brief Binds texture to current active texture unit for GL_TEXTURE_2D target.
- */
- void bind() const;
- int rows() const;
- int cols() const;
- Size size() const;
- bool empty() const;
- Format format() const;
- //! get OpenGL opject id
- unsigned int texId() const;
- class Impl;
- private:
- Ptr<Impl> impl_;
- int rows_;
- int cols_;
- Format format_;
- };
- /** @brief Wrapper for OpenGL Client-Side Vertex arrays.
- ogl::Arrays stores vertex data in ogl::Buffer objects.
- */
- class CV_EXPORTS Arrays
- {
- public:
- /** @brief Default constructor
- */
- Arrays();
- /** @brief Sets an array of vertex coordinates.
- @param vertex array with vertex coordinates, can be both host and device memory.
- */
- void setVertexArray(InputArray vertex);
- /** @brief Resets vertex coordinates.
- */
- void resetVertexArray();
- /** @brief Sets an array of vertex colors.
- @param color array with vertex colors, can be both host and device memory.
- */
- void setColorArray(InputArray color);
- /** @brief Resets vertex colors.
- */
- void resetColorArray();
- /** @brief Sets an array of vertex normals.
- @param normal array with vertex normals, can be both host and device memory.
- */
- void setNormalArray(InputArray normal);
- /** @brief Resets vertex normals.
- */
- void resetNormalArray();
- /** @brief Sets an array of vertex texture coordinates.
- @param texCoord array with vertex texture coordinates, can be both host and device memory.
- */
- void setTexCoordArray(InputArray texCoord);
- /** @brief Resets vertex texture coordinates.
- */
- void resetTexCoordArray();
- /** @brief Releases all inner buffers.
- */
- void release();
- /** @brief Sets auto release mode all inner buffers.
- @param flag Auto release mode.
- */
- void setAutoRelease(bool flag);
- /** @brief Binds all vertex arrays.
- */
- void bind() const;
- /** @brief Returns the vertex count.
- */
- int size() const;
- bool empty() const;
- private:
- int size_;
- Buffer vertex_;
- Buffer color_;
- Buffer normal_;
- Buffer texCoord_;
- };
- /////////////////// Render Functions ///////////////////
- //! render mode
- enum RenderModes {
- POINTS = 0x0000,
- LINES = 0x0001,
- LINE_LOOP = 0x0002,
- LINE_STRIP = 0x0003,
- TRIANGLES = 0x0004,
- TRIANGLE_STRIP = 0x0005,
- TRIANGLE_FAN = 0x0006,
- QUADS = 0x0007,
- QUAD_STRIP = 0x0008,
- POLYGON = 0x0009
- };
- /** @brief Render OpenGL texture or primitives.
- @param tex Texture to draw.
- @param wndRect Region of window, where to draw a texture (normalized coordinates).
- @param texRect Region of texture to draw (normalized coordinates).
- */
- CV_EXPORTS void render(const Texture2D& tex,
- Rect_<double> wndRect = Rect_<double>(0.0, 0.0, 1.0, 1.0),
- Rect_<double> texRect = Rect_<double>(0.0, 0.0, 1.0, 1.0));
- /** @overload
- @param arr Array of privitives vertices.
- @param mode Render mode. One of cv::ogl::RenderModes
- @param color Color for all vertices. Will be used if arr doesn't contain color array.
- */
- CV_EXPORTS void render(const Arrays& arr, int mode = POINTS, Scalar color = Scalar::all(255));
- /** @overload
- @param arr Array of privitives vertices.
- @param indices Array of vertices indices (host or device memory).
- @param mode Render mode. One of cv::ogl::RenderModes
- @param color Color for all vertices. Will be used if arr doesn't contain color array.
- */
- CV_EXPORTS void render(const Arrays& arr, InputArray indices, int mode = POINTS, Scalar color = Scalar::all(255));
- /////////////////// CL-GL Interoperability Functions ///////////////////
- namespace ocl {
- using namespace cv::ocl;
- // TODO static functions in the Context class
- /** @brief Creates OpenCL context from GL.
- @return Returns reference to OpenCL Context
- */
- CV_EXPORTS Context& initializeContextFromGL();
- } // namespace cv::ogl::ocl
- /** @brief Converts InputArray to Texture2D object.
- @param src - source InputArray.
- @param texture - destination Texture2D object.
- */
- CV_EXPORTS void convertToGLTexture2D(InputArray src, Texture2D& texture);
- /** @brief Converts Texture2D object to OutputArray.
- @param texture - source Texture2D object.
- @param dst - destination OutputArray.
- */
- CV_EXPORTS void convertFromGLTexture2D(const Texture2D& texture, OutputArray dst);
- /** @brief Maps Buffer object to process on CL side (convert to UMat).
- Function creates CL buffer from GL one, and then constructs UMat that can be used
- to process buffer data with OpenCV functions. Note that in current implementation
- UMat constructed this way doesn't own corresponding GL buffer object, so it is
- the user responsibility to close down CL/GL buffers relationships by explicitly
- calling unmapGLBuffer() function.
- @param buffer - source Buffer object.
- @param accessFlags - data access flags (ACCESS_READ|ACCESS_WRITE).
- @return Returns UMat object
- */
- CV_EXPORTS UMat mapGLBuffer(const Buffer& buffer, AccessFlag accessFlags = ACCESS_READ | ACCESS_WRITE);
- /** @brief Unmaps Buffer object (releases UMat, previously mapped from Buffer).
- Function must be called explicitly by the user for each UMat previously constructed
- by the call to mapGLBuffer() function.
- @param u - source UMat, created by mapGLBuffer().
- */
- CV_EXPORTS void unmapGLBuffer(UMat& u);
- //! @}
- }} // namespace cv::ogl
- namespace cv { namespace cuda {
- /** @brief Sets a CUDA device and initializes it for the current thread with OpenGL interoperability.
- This function should be explicitly called after OpenGL context creation and before any CUDA calls.
- @param device System index of a CUDA device starting with 0.
- @ingroup core_opengl
- */
- CV_EXPORTS void setGlDevice(int device = 0);
- }}
- //! @cond IGNORED
- ////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////
- inline
- cv::ogl::Buffer::Buffer(int arows, int acols, int atype, Target target, bool autoRelease) : rows_(0), cols_(0), type_(0)
- {
- create(arows, acols, atype, target, autoRelease);
- }
- inline
- cv::ogl::Buffer::Buffer(Size asize, int atype, Target target, bool autoRelease) : rows_(0), cols_(0), type_(0)
- {
- create(asize, atype, target, autoRelease);
- }
- inline
- void cv::ogl::Buffer::create(Size asize, int atype, Target target, bool autoRelease)
- {
- create(asize.height, asize.width, atype, target, autoRelease);
- }
- inline
- int cv::ogl::Buffer::rows() const
- {
- return rows_;
- }
- inline
- int cv::ogl::Buffer::cols() const
- {
- return cols_;
- }
- inline
- cv::Size cv::ogl::Buffer::size() const
- {
- return Size(cols_, rows_);
- }
- inline
- bool cv::ogl::Buffer::empty() const
- {
- return rows_ == 0 || cols_ == 0;
- }
- inline
- int cv::ogl::Buffer::type() const
- {
- return type_;
- }
- inline
- int cv::ogl::Buffer::depth() const
- {
- return CV_MAT_DEPTH(type_);
- }
- inline
- int cv::ogl::Buffer::channels() const
- {
- return CV_MAT_CN(type_);
- }
- inline
- int cv::ogl::Buffer::elemSize() const
- {
- return CV_ELEM_SIZE(type_);
- }
- inline
- int cv::ogl::Buffer::elemSize1() const
- {
- return CV_ELEM_SIZE1(type_);
- }
- ///////
- inline
- cv::ogl::Texture2D::Texture2D(int arows, int acols, Format aformat, bool autoRelease) : rows_(0), cols_(0), format_(NONE)
- {
- create(arows, acols, aformat, autoRelease);
- }
- inline
- cv::ogl::Texture2D::Texture2D(Size asize, Format aformat, bool autoRelease) : rows_(0), cols_(0), format_(NONE)
- {
- create(asize, aformat, autoRelease);
- }
- inline
- void cv::ogl::Texture2D::create(Size asize, Format aformat, bool autoRelease)
- {
- create(asize.height, asize.width, aformat, autoRelease);
- }
- inline
- int cv::ogl::Texture2D::rows() const
- {
- return rows_;
- }
- inline
- int cv::ogl::Texture2D::cols() const
- {
- return cols_;
- }
- inline
- cv::Size cv::ogl::Texture2D::size() const
- {
- return Size(cols_, rows_);
- }
- inline
- bool cv::ogl::Texture2D::empty() const
- {
- return rows_ == 0 || cols_ == 0;
- }
- inline
- cv::ogl::Texture2D::Format cv::ogl::Texture2D::format() const
- {
- return format_;
- }
- ///////
- inline
- cv::ogl::Arrays::Arrays() : size_(0)
- {
- }
- inline
- int cv::ogl::Arrays::size() const
- {
- return size_;
- }
- inline
- bool cv::ogl::Arrays::empty() const
- {
- return size_ == 0;
- }
- //! @endcond
- #endif /* OPENCV_CORE_OPENGL_HPP */
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