-
Notifications
You must be signed in to change notification settings - Fork 0
/
live_camera_final.py
82 lines (60 loc) · 2.29 KB
/
live_camera_final.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
import pygame
import math
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from PIL import Image
import cv2
import numpy as np
def read_texture(opencv_image):
pil_image=Image.fromarray(cv2.cvtColor(opencv_image, cv2.COLOR_BGR2RGB))
img_data = np.array(list(pil_image.getdata()), np.int8)
textID = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, textID)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
pil_image.size[0], pil_image.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
return textID
pygame.init()
display = (400, 400)
screen = pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
pygame.display.set_caption('Live Camera')
gluPerspective(40, (display[0]/display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5) # sets initial zoom so we can see globe
#counter = 0
while True:
cam = cv2.VideoCapture(0)
ret, frame = cam.read()
if ret:
#join the camera image side by side
img = cv2.hconcat([frame, frame])
texture = read_texture(img)
#Keep turning right and down
glRotate(30,0,5,0)
glRotate(10,1,0,0)
# Creates Sphere and wraps texture
glEnable(GL_DEPTH_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
qobj = gluNewQuadric()
gluQuadricTexture(qobj, GL_TRUE)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, texture)
gluSphere(qobj, 1, 50, 50)
gluDeleteQuadric(qobj)
glDisable(GL_TEXTURE_2D)
for event in pygame.event.get():
# Exit cleanly if user quits window
if event.type == pygame.QUIT:
pygame.quit()
quit()
# Displays pygame window
pygame.display.flip()
pygame.time.wait(0)