文字映射到VR全景图片任意位置,使用C++实现示例代码
时间: 2024-06-08 21:06:30 浏览: 96
要实现文字映射到VR全景图片任意位置,需要使用以下步骤:
1. 将全景图片加载到内存中。可以使用OpenCV库加载图片。
2. 创建一个虚拟环境,例如OpenGL场景,用于展示全景图片和文字。
3. 将文本转换为纹理,并将其加载到OpenGL中。
4. 将全景图片和文字纹理映射到OpenGL场景中。可以使用OpenGL的纹理映射功能来实现。
下面是一个简单的示例代码,用于将文字映射到VR全景图片的任意位置。这里我们使用OpenGL来创建虚拟环境,并使用FreeType库将文本转换为纹理。
```c++
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <opencv2/opencv.hpp>
#include <ft2build.h>
#include FT_FREETYPE_H
using namespace std;
using namespace cv;
// 顶点着色器
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" TexCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}\0";
// 片段着色器
const char* fragmentShaderSource =
"#version 330 core\n"
"in vec2 TexCoord;\n"
"out vec4 FragColor;\n"
"uniform sampler2D ourTexture;\n"
"void main()\n"
"{\n"
" FragColor = texture(ourTexture, TexCoord);\n"
"}\n\0";
// 文本渲染器
class TextRenderer {
public:
TextRenderer(const char* fontPath, int fontSize) {
FT_Init_FreeType(&ft);
FT_New_Face(ft, fontPath, 0, &face);
FT_Set_Pixel_Sizes(face, 0, fontSize);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void renderText(const char* text, float x, float y, float sx, float sy) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texId);
glUniform1i(glGetUniformLocation(shaderProgram, "ourTexture"), 0);
GLfloat vertices[] = {
x, y + height * sy, 0.0f, 0.0f,
x + width * sx, y + height * sy, 1.0f, 0.0f,
x + width * sx, y, 1.0f, 1.0f,
x, y, 0.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
GLuint VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
}
void setText(const char* text) {
FT_GlyphSlot g = face->glyph;
int w = 0, h = 0;
for (int i = 0; i < strlen(text); i++) {
FT_Load_Char(face, text[i], FT_LOAD_RENDER);
w += g->bitmap.width;
h = max(h, g->bitmap.rows);
}
width = w;
height = h;
buffer = new unsigned char[width * height];
int x = 0;
for (int i = 0; i < strlen(text); i++) {
FT_Load_Char(face, text[i], FT_LOAD_RENDER);
for (int j = 0; j < g->bitmap.width; j++) {
for (int k = 0; k < g->bitmap.rows; k++) {
buffer[(k + g->bitmap_top) * width + (x + j)] = g->bitmap.buffer[k * g->bitmap.width + j];
}
}
x += g->bitmap.width;
}
}
private:
FT_Library ft;
FT_Face face;
unsigned char* buffer;
GLuint texId;
int width, height;
};
int main()
{
// 初始化OpenGL
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 600, "Text on VR panorama", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
// 加载全景图片
Mat img = imread("panorama.jpg");
if (img.empty()) {
cout << "Failed to load image!" << endl;
return -1;
}
// 创建文本渲染器
TextRenderer renderer("arial.ttf", 48);
// 创建着色器程序
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 加载图片到OpenGL中
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.cols, img.rows, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, img.ptr());
// 渲染循环
while (!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
GLfloat vertices[] = {
// 顶点坐标 纹理坐标
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
};
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
GLuint VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glUniform1i(glGetUniformLocation(shaderProgram, "ourTexture"), 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 渲染文本
renderer.setText("Hello, world!");
renderer.renderText("Hello, world!", 400, 300, 0.5, 0.5);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
```
这是一个简单的示例代码,演示了如何将文本映射到VR全景图片的任意位置。您可以根据自己的需求进行修改和扩展。
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