1ea83d9d11
* add dimension selector sliders to czi view * version doc & version bump * cosmetic * fix build? * multi-dimension selection enabled in czi view * remove the parameterized reset function of the renderer it is not and is conceptually questionable doc updates & some minor improvements auto-update CZI-view when sliders are moved set initial window size fix windows build and msvc build For reasons I don not comprehend, on Windows, we must include =opencv2/core/mat.hpp= as the very last header in the =CvMatRender.hpp=. If this is at any other position building on Windows, compilation will break w/ all kinds of cryptic errors regarding OpenCV. When building w/ msvc =__PRETTY_FUNCTION__= is not defined. =ILog.hpp= now defines it. This should be revised to only be set when the compiler is msvc. For the time being, it is considered sufficient though.
120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
#include "CvMatRender.hpp"
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#include <opencv2/core/mat.hpp>
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#include <opencv2/imgproc.hpp>
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#include "imaging/IPixelariumImage.hpp"
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using namespace pixelarium::imaging;
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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 cv::Mat& img) : base_(img), texture_(0)
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{
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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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/// @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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if (texture_)
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{
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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 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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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_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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const int width = img_.cols;
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const int height = img_.rows;
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switch (img_.type()) {
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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, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, img_.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, width, height, 0, GL_RGBA, GL_FLOAT, img_.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, img_.cols, img_.rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_.data);
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break;
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}
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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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_, 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_.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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return this->Render(factor);
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}
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void pixelarium::render::CvMatRender::ResetRenderImage()
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{
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// we copy here
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this->img_ = this->base_.clone();
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}
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