Misc (#19)
* get image returns optional<Mat> instead of unique_ptr<Mat> * introduce complexity * rename image load function * add example for a basic reader for binary image files * fix windows build? * add a status bar underneath the menu bar * use status bar in custom_0 example app * clang formats * packing w/ pragma push * add "Save As" functions to image views * resize over reserve * rm local override uri * add simple thread pool * rename to simple_thread_pool * get rid of useless renderlib * document version inc * extract hardcoded values to in-header * clang format patch * clone registered image in custom_0 * document binary-file header * minor fixes * clang format * rm unused render cmake
This commit is contained in:
committed by
Maximilian Kueffner
parent
e3e161ce52
commit
b37814204f
@@ -0,0 +1,52 @@
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#pragma once
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// windows.h must come before GL/GL.h here.
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// clang format would change this, effectively rendering the build broken.
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// clang-format off
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#ifdef _WIN32
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#include <windows.h>
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#include <GL/GL.h>
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#else
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#define GL_SILENCE_DEPRECATION
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#endif
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#include <GLFW/glfw3.h> // Will drag system OpenGL headers
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#endif
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#include <opencv2/core/mat.hpp>
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// clang-format on
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namespace pixelarium::application
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{
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/// @brief Renders cv::Mat bitmaps as OpenGL textures.
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class CvMatRender
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{
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public:
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// we want the default constructor for the time being
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// (although it does not make much sense and should
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// get removed in the future)
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// as the using AppGLFW constructs it empty as a member
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// when coming to life.
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// CvMatRender() = default;
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CvMatRender(CvMatRender&) = delete;
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CvMatRender(const CvMatRender&) = delete;
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CvMatRender(CvMatRender&&) = delete;
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CvMatRender& operator=(CvMatRender&) = delete;
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CvMatRender& operator=(CvMatRender&& other) = delete;
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~CvMatRender();
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explicit CvMatRender(const cv::Mat& img);
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public:
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GLuint Render();
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GLuint Render(float factor);
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GLuint Render(size_t width, size_t height);
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void ResetRenderImage();
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private:
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cv::Mat img_;
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const cv::Mat& base_;
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GLuint texture_;
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GLuint uploadTexture();
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};
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} // namespace pixelarium::application
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