Resources (#1)
* start some resource fiddling * start some resource fiddling * initiate a real resource manager * fix color flicker in rendering * delete unintended constructors and add a convenience function to reset the render-image (from the original image, aka. clone again) * [OpenGL deprecation warning] The compiler said that these functions are "deprecated". They seem to be useless anyway... * various improvements * add resource enumerator and documentation * fix constness stuff * use existing iterator for insertion * init unit tests * rm bogus file --------- Co-authored-by: m-aXimilian <keuffnermax@gmail.com>
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@@ -1,90 +1,118 @@
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#include "CvMatRender.hpp"
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#include <cstdint>
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#include <memory>
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#include <opencv2/core/mat.hpp>
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#include <tuple>
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#include <utility>
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#include "imaging/Image.hpp"
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#include <opencv2/imgproc.hpp>
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#include <stdexcept>
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#include "imaging/PixelariumImage.hpp"
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using namespace pixelarium::imaging;
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pixelarium::render::CvMatRender::CvMatRender(const std::shared_ptr<Image>& img)
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: _base(img), _texture(0)
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/// @brief Constructor for the CvMatRender class.
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/// @param img A shared pointer to the PixelariumImage to be rendered.
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pixelarium::render::CvMatRender::CvMatRender(const std::shared_ptr<PixelariumImage>& img) : base_(img), texture_(0)
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{
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// this->_img = this->_base->GetImage().clone();
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// // storing a copy of the to-be-rendered image with a "well-behaved"
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// cv::cvtColor(this->_img, this->_img, cv::COLOR_BGR2RGBA);
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this->_img = this->_base->GetImage().clone();
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// storing a copy of the to-be-rendered image
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// because it will be resized and filtered eventually which we absolutely
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// must not do on the original image
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this->ResetRenderImage();
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cv::cvtColor(this->img_, this->img_, cv::COLOR_BGR2RGBA);
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}
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/*static*/ void pixelarium::render::matToTexture(const cv::Mat& image,
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GLuint* texture)
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/// @brief Destructor for the CvMatRender class.
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/// Deallocates the OpenGL texture if it exists.
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pixelarium::render::CvMatRender::~CvMatRender()
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{
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// only generate the texture when it's not already present
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if (*texture == 0)
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if (texture_)
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{
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glGenTextures(1, texture);
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glDeleteTextures(1, &texture_);
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texture_ = 0;
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}
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}
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/// @brief Resets the render image with a new PixelariumImage.
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/// @param img A shared pointer to the new PixelariumImage.
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void pixelarium::render::CvMatRender::ResetRenderImage(const std::shared_ptr<pixelarium::imaging::PixelariumImage>& img)
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{
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this->base_ = img;
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this->ResetRenderImage();
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cv::cvtColor(this->img_, this->img_, cv::COLOR_BGR2RGBA);
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}
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/// @brief Uploads the current image data to an OpenGL texture.
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/// @return The ID of the uploaded OpenGL texture.
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/// @throws std::runtime_error if the image data is empty or if there is an OpenGL error.
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GLuint pixelarium::render::CvMatRender::uploadTexture()
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{
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if (img_.empty())
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{
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throw std::runtime_error("Image data is empty.");
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}
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glBindTexture(GL_TEXTURE_2D, *texture);
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if (!this->texture_)
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{
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glGenTextures(1, &this->texture_);
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if (this->texture_ == 0)
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{
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throw std::runtime_error("Failed to generate OpenGL texture.");
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}
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}
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glBindTexture(GL_TEXTURE_2D, this->texture_);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// auto image = img.GetImage();
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switch (image.type())
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const int width = img_.cols;
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const int height = img_.rows;
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GLenum format = (img_.type() == CV_32FC3 || img_.type() == CV_32FC1) ? GL_RGB : GL_RGBA;
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GLenum type = (img_.type() == CV_16U || img_.type() == CV_16UC3) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
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GLenum internalFormat = GL_RGBA;
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if (img_.type() == CV_32FC3 || img_.type() == CV_32FC1)
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{
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case CV_16U:
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case CV_16UC3:
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case 26:
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.cols, image.rows, 0,
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GL_RGBA, GL_UNSIGNED_SHORT, image.data);
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break;
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case 5:
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case 29:
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.cols, image.rows, 0,
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GL_RGBA, GL_FLOAT, image.data);
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break;
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default:
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.cols, image.rows, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image.data);
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break;
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internalFormat = GL_RGB;
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}
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}
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GLuint* pixelarium::render::CvMatRender::Render()
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{
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// storing a copy of the to-be-rendered image with a "well-behaved"
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cv::cvtColor(this->_img, this->_img, cv::COLOR_BGR2RGBA);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, img_.data);
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matToTexture(this->_img, &this->_texture);
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return &this->_texture;
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}
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GLuint* pixelarium::render::CvMatRender::Render(float factor)
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{
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cv::resize(this->_base->GetImage(), this->_img, cv::Size(0,0), factor, factor, cv::INTER_LINEAR_EXACT);
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return this->Render();
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}
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GLuint* pixelarium::render::CvMatRender::Render(size_t width, size_t height)
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{
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// this is nasty as it knows about what Render is doing
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const auto sz{this->_base->GetImage().size()};
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const auto get_factor = [](auto opt1, auto opt2) -> float
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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{
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return opt1 < opt2 ? opt1 : opt2;
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};
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throw std::runtime_error("OpenGL error during texture upload: " + std::to_string(error));
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}
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return this->texture_;
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}
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/// @brief Renders the image by uploading it as a texture.
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/// @return The ID of the OpenGL texture.
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GLuint pixelarium::render::CvMatRender::Render() { return this->uploadTexture(); }
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/// @brief Renders the image with a specified scaling factor.
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/// @param factor The scaling factor for resizing the image.
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/// @return The ID of the OpenGL texture.
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GLuint pixelarium::render::CvMatRender::Render(float factor)
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{
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cv::resize(this->base_->GetImage(), this->img_, cv::Size(0, 0), factor, factor, cv::INTER_LINEAR_EXACT);
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return this->uploadTexture();
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}
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/// @brief Renders the image to fit within the specified width and height.
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/// @param width The maximum width of the rendered image.
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/// @param height The maximum height of the rendered image.
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/// @return The ID of the OpenGL texture.
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GLuint pixelarium::render::CvMatRender::Render(size_t width, size_t height)
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{
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const auto sz{this->base_->GetImage().size()};
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const auto get_factor = [](auto opt1, auto opt2) -> float { return opt1 < opt2 ? opt1 : opt2; };
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auto factor = get_factor(width / static_cast<float>(sz.width), height / static_cast<float>(sz.height));
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// cv::resize(this->_base->GetImage(), this->_img, cv::Size(0,0), factor, factor, cv::INTER_LINEAR_EXACT);
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return this->Render(factor);
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}
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