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#define _GNU_SOURCE
#include <stdlib.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <assert.h>
#include <unistd.h>
#include <string.h>
#include <math.h>
#include <epoxy/gl.h>
#include <epoxy/glx.h>
#include <GL/freeglut.h>
#include <FreeImage.h>
#include "GL_image_display.h"
#include "util.h"
static_assert(GL_image_display_num_uniforms <= GL_image_display_max_num_uniforms,
"must have GL_image_display_num_uniforms <= GL_image_display_max_num_uniforms");
static_assert(GL_image_display_num_programs <= GL_image_display_max_num_programs,
"must have GL_image_display_num_programs <= GL_image_display_max_num_programs");
#define MAX_NUMBER_LINE_VERTICES 1024
#define assert_opengl() \
do { \
int error = glGetError(); \
if( error != GL_NO_ERROR ) \
{ \
MSG("Error: %#x! Giving up", error); \
assert(0); \
} \
} while(0)
static bool select_program_indexed(GL_image_display_context_t* ctx,
int i)
{
glUseProgram(ctx->programs[i].program);
assert_opengl();
return true;
}
// Set a uniform in all my programs
#define set_uniform_1f(...) _set_uniform(1f, ##__VA_ARGS__)
#define set_uniform_2f(...) _set_uniform(2f, ##__VA_ARGS__)
#define set_uniform_3f(...) _set_uniform(3f, ##__VA_ARGS__)
#define set_uniform_1fv(...) _set_uniform(1fv, ##__VA_ARGS__)
#define set_uniform_1i(...) _set_uniform(1i, ##__VA_ARGS__)
#define _set_uniform(kind, ctx, uniform, ...) \
do { \
for(int _i=0; _i<GL_image_display_num_programs; _i++) \
{ \
if(!select_program_indexed(ctx,_i)) \
assert(0); \
glUniform ## kind(ctx->programs[_i].uniforms[GL_image_display_uniform_index_##uniform], \
## __VA_ARGS__); \
assert_opengl(); \
} \
} while(0)
// The main init routine. We support 2 modes:
//
// - GLUT: static window (use_glut = true)
// - no GLUT: higher-level application (use_glut = false)
bool GL_image_display_init( // output
GL_image_display_context_t* ctx,
// input
bool use_glut)
{
bool result = false;
*ctx = (GL_image_display_context_t){.use_glut = use_glut};
if(use_glut)
{
const bool double_buffered = true;
static bool global_inited = false;
if(!global_inited)
{
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextVersion(4,2);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutInit(&(int){1}, &(char*){"exec"});
global_inited = true;
}
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH |
(double_buffered ? GLUT_DOUBLE : 0) );
glutInitWindowSize(1024,1024);
ctx->glut_window = glutCreateWindow("GL_image_display");
const char* version = (const char*)glGetString(GL_VERSION);
// MSG("glGetString(GL_VERSION) says we're using GL %s", version);
// MSG("Epoxy says we're using GL %d", epoxy_gl_version());
if (version[0] == '1')
{
if (!glutExtensionSupported("GL_ARB_vertex_shader")) {
MSG("Sorry, GL_ARB_vertex_shader is required.");
goto done;
}
if (!glutExtensionSupported("GL_ARB_fragment_shader")) {
MSG("Sorry, GL_ARB_fragment_shader is required.");
goto done;
}
if (!glutExtensionSupported("GL_ARB_vertex_buffer_object")) {
MSG("Sorry, GL_ARB_vertex_buffer_object is required.");
goto done;
}
if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
MSG("GL_EXT_framebuffer_object not found!");
goto done;
}
}
}
static_assert(sizeof(GLint) == sizeof(ctx->programs[0].uniforms[0]),
"GL_image_display_context_t.program.uniform_... must be a GLint");
glClearColor(0, 0, 0, 0);
// Needed to make non-multiple-of-4-width images work. Otherwise
// glTexSubImage2D() fails
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// vertices
{
// image
{
// The location specified in the layout in image.vertex.glsl
const int VBO_location_image = 0;
glGenVertexArrays(1, &ctx->programs[GL_image_display_program_index_image].VBO_array);
glBindVertexArray(ctx->programs[GL_image_display_program_index_image].VBO_array);
glGenBuffers(1, &ctx->programs[GL_image_display_program_index_image].VBO_buffer);
glBindBuffer(GL_ARRAY_BUFFER, ctx->programs[GL_image_display_program_index_image].VBO_buffer);
glEnableVertexAttribArray(VBO_location_image);
GLbyte xy[2*2*2];
for(int i=0; i<2; i++)
for(int j=0; j<2; j++)
{
xy[(i*2+j)*2 + 0] = j;
xy[(i*2+j)*2 + 1] = i;
}
glBufferData(GL_ARRAY_BUFFER,
2*2*2*sizeof(xy[0]),
xy,
GL_STATIC_DRAW);
glVertexAttribPointer(VBO_location_image,
2, // 2 values per vertex. z = 0 for all
GL_BYTE,
GL_FALSE, 0, NULL);
}
// line
{
// The location specified in the layout in line.vertex.glsl
const int VBO_location_line = 1;
glGenVertexArrays(1, &ctx->programs[GL_image_display_program_index_line].VBO_array);
glBindVertexArray(ctx->programs[GL_image_display_program_index_line].VBO_array);
glGenBuffers(1, &ctx->programs[GL_image_display_program_index_line].VBO_buffer);
glBindBuffer(GL_ARRAY_BUFFER, ctx->programs[GL_image_display_program_index_line].VBO_buffer);
glEnableVertexAttribArray(VBO_location_line);
glBufferData(GL_ARRAY_BUFFER,
MAX_NUMBER_LINE_VERTICES*2*sizeof(float),
NULL,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(VBO_location_line,
2, // 2 values per vertex. z = 0 for all
GL_FLOAT,
GL_FALSE, 0, NULL);
}
}
// shaders
{
const GLchar* image_vertex_glsl =
#include "image.vertex.glsl.h"
;
const GLchar* image_geometry_glsl =
#include "image.geometry.glsl.h"
;
const GLchar* image_fragment_glsl =
#include "image.fragment.glsl.h"
;
const GLchar* line_vertex_glsl =
#include "line.vertex.glsl.h"
;
const GLchar* line_geometry_glsl =
#include "line.geometry.glsl.h"
;
const GLchar* line_fragment_glsl =
#include "line.fragment.glsl.h"
;
char msg[1024];
int len;
for(int i=0; i<GL_image_display_num_programs; i++)
{
ctx->programs[i].program = glCreateProgram();
assert_opengl();
}
#define build_shader(programtype, shadertype,SHADERTYPE) \
GLuint shadertype##Shader = glCreateShader(GL_##SHADERTYPE##_SHADER); \
assert_opengl(); \
\
glShaderSource(shadertype##Shader, 1, \
(const GLchar**)&programtype##_##shadertype##_glsl, NULL); \
assert_opengl(); \
\
glCompileShader(shadertype##Shader); \
assert_opengl(); \
glGetShaderInfoLog( shadertype##Shader, sizeof(msg), &len, msg ); \
if( strlen(msg) ) \
printf(#programtype " " #shadertype " shader info: %s\n", msg); \
\
glAttachShader(ctx->programs[GL_image_display_program_index_##programtype].program, shadertype ##Shader); \
assert_opengl();
#define build_program(programtype) \
{ \
build_shader(programtype, vertex, VERTEX); \
build_shader(programtype, fragment, FRAGMENT); \
build_shader(programtype, geometry, GEOMETRY); \
glLinkProgram(ctx->programs[GL_image_display_program_index_##programtype].program); assert_opengl(); \
glGetProgramInfoLog( ctx->programs[GL_image_display_program_index_##programtype].program, sizeof(msg), &len, msg ); \
if( strlen(msg) ) \
printf(#programtype" program info after glLinkProgram(): %s\n", msg); \
}
build_program(image);
build_program(line);
// I use the same uniforms for all the programs
#define make_uniform(name) \
for(int _i=0; _i<GL_image_display_num_programs; _i++) \
{ \
ctx->programs[_i].uniforms[GL_image_display_uniform_index_##name] = \
glGetUniformLocation(ctx->programs[_i].program, \
#name); \
assert_opengl(); \
}
make_uniform(image_width_full);
make_uniform(image_height_full);
make_uniform(aspect);
make_uniform(center01);
make_uniform(visible_width01);
make_uniform(flip_x);
make_uniform(flip_y);
make_uniform(flip_y_data_is_upside_down);
make_uniform(line_color_rgb);
make_uniform(black_image);
#undef make_uniform
}
result = true;
ctx->did_init = true;
done:
return result;
}
// This exists because the FLTK widget often defers the first update_image()
// call, so I don't do error checking until it's too late. Here I try to
// validate the input as much as I can immediately, so that common errors are
// caught early
bool GL_image_display_update_image__validate_input
( // Either this should be given
const char* image_filename,
// Or these should be given
const char* image_data,
int image_width,
int image_height,
// Supported:
// - 8 for "grayscale"
// - 24 for "bgr"
int image_bpp,
bool check_image_file)
{
FIBITMAP* fib = NULL;
bool result = false;
if(image_filename == NULL &&
image_data != NULL &&
!(image_width > 0 && image_height > 0))
{
MSG("image_filename is NULL && image_data != NULL, so all of (image_width, image_height) must have valid values");
goto done;
}
if(image_filename != NULL &&
!(image_data == NULL && image_width <= 0 && image_height <= 0))
{
MSG("image_filename is not NULL, so all of (image_data, image_width, image_height) must have null values");
goto done;
}
if(image_data != NULL && image_width > 0)
{
if(!(image_bpp == 8 || image_bpp == 24))
{
MSG("I support 8 bits-per-pixel and 24 bits-per-pixel images. Got %d",
image_bpp);
goto done;
}
}
if(!check_image_file)
{
result = true;
goto done;
}
if( image_filename != NULL )
{
FREE_IMAGE_FORMAT format = FreeImage_GetFileType(image_filename,0);
if(format == FIF_UNKNOWN)
{
MSG("Couldn't load '%s'", image_filename);
goto done;
}
fib = FreeImage_Load(format, image_filename, 0);
if(fib == NULL)
{
MSG("Couldn't load '%s'", image_filename);
goto done;
}
// grayscale
if(FreeImage_GetColorType(fib) == FIC_MINISBLACK &&
FreeImage_GetBPP(fib) == 8)
{
result = true;
goto done;
}
else
{
// normalize images
if( // palettized
FreeImage_GetColorType(fib) == FIC_PALETTE ||
// 32-bit RGBA
(FreeImage_GetColorType(fib) == FIC_RGBALPHA &&
FreeImage_GetBPP(fib) == 32) )
{
result = true;
goto done;
}
if(FreeImage_GetColorType(fib) == FIC_RGB &&
FreeImage_GetBPP(fib) == 24)
{
result = true;
goto done;
}
MSG("Only 8-bit grayscale and 24-bit RGB images and 32-bit RGBA images are supported. Conversion to 24-bit didn't work. Giving up.");
goto done;
}
}
else
result = true;
done:
if(fib != NULL)
FreeImage_Unload(fib);
return result;
}
#define CONFIRM_SET( what) if(!ctx->what) { MSG("CONFIRM_SET("#what ") failed!"); return false; }
#define CONFIRM_SET_QUIET(what) if(!ctx->what) { return false; }
static
bool set_aspect(GL_image_display_context_t* ctx,
int viewport_width,
int viewport_height)
{
CONFIRM_SET(did_init);
// I scale the dimensions to keep the displayed aspect ratio square and to
// not cut off any part of the image
if( viewport_width*ctx->image_height < ctx->image_width*viewport_height )
{
ctx->aspect_x = 1.0;
ctx->aspect_y = (double)(viewport_width*ctx->image_height) / (double)(viewport_height*ctx->image_width);
}
else
{
ctx->aspect_x = (double)(viewport_height*ctx->image_width) / (double)(viewport_width*ctx->image_height);
ctx->aspect_y = 1.0;
}
set_uniform_2f(ctx, aspect,
(float)ctx->aspect_x, (float)ctx->aspect_y);
ctx->did_set_aspect = true;
return true;
}
bool GL_image_display_update_image2( GL_image_display_context_t* ctx,
int decimation_level,
bool flip_x,
bool flip_y,
// At most this ...
const char* image_filename,
// ... or these should be non-NULL. If
// neither is, we reset to an all-black
// image
const char* image_data,
int image_width,
int image_height,
// Supported:
// - 8 for "grayscale"
// - 24 for "bgr"
int image_bpp,
int image_pitch)
{
if(!GL_image_display_update_image__validate_input
( image_filename,
image_data,
image_width,
image_height,
image_bpp,
false))
{
return false;
}
if(image_width > 0)
{
if(image_pitch <= 0)
{
// Pitch isn't given, so I assume the image data is stored densely
image_pitch = image_width*image_bpp/8;
}
}
bool result = false;
FIBITMAP* fib = NULL;
char* buf = NULL;
if(!ctx->did_init)
{
MSG("Cannot init textures if GL_image_display overall has not been initted. Call GL_image_display_init() first");
goto done;
}
ctx->flip_x = flip_x;
ctx->flip_y = flip_y;
if( image_filename != NULL )
{
FREE_IMAGE_FORMAT format = FreeImage_GetFileType(image_filename,0);
if(format == FIF_UNKNOWN)
{
MSG("Couldn't load '%s'", image_filename);
goto done;
}
fib = FreeImage_Load(format, image_filename, 0);
if(fib == NULL)
{
MSG("Couldn't load '%s'", image_filename);
goto done;
}
// grayscale
if(FreeImage_GetColorType(fib) == FIC_MINISBLACK &&
FreeImage_GetBPP(fib) == 8)
{
image_bpp = 8;
}
else
{
// normalize images
if( // palettized
FreeImage_GetColorType(fib) == FIC_PALETTE ||
// 32-bit RGBA
(FreeImage_GetColorType(fib) == FIC_RGBALPHA &&
FreeImage_GetBPP(fib) == 32) )
{
// I explicitly un-palettize images, if that's what I was given
FIBITMAP* fib24 = FreeImage_ConvertTo24Bits(fib);
FreeImage_Unload(fib);
fib = fib24;
if(fib == NULL)
{
MSG("Couldn't unpalettize '%s'", image_filename);
goto done;
}
}
if(!(FreeImage_GetColorType(fib) == FIC_RGB &&
FreeImage_GetBPP(fib) == 24))
{
MSG("Only 8-bit grayscale and 24-bit RGB images and 32-bit RGBA images are supported. Conversion to 24-bit didn't work. Giving up.");
goto done;
}
image_bpp = 24;
}
image_width = (int)FreeImage_GetWidth(fib);
image_height = (int)FreeImage_GetHeight(fib);
image_pitch = (int)FreeImage_GetPitch(fib);
image_data = (char*)FreeImage_GetBits(fib);
// FreeImage_Load() loads images upside down
set_uniform_1i(ctx, flip_y_data_is_upside_down, 1);
}
else
set_uniform_1i(ctx, flip_y_data_is_upside_down, 0);
set_uniform_1i(ctx, flip_x, ctx->flip_x);
set_uniform_1i(ctx, flip_y, ctx->flip_y);
if(image_filename == NULL &&
image_data == NULL)
{
set_uniform_1i(ctx, black_image, 1);
if(!ctx->did_init_texture)
{
// we haven't initialized the texture, so the fragment shader won't
// work to paint everything black. I do that manually here.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
result = true;
goto done;
}
set_uniform_1i(ctx, black_image, 0);
if(!ctx->did_init_texture)
{
ctx->image_width = image_width >> decimation_level;
ctx->image_height = image_height >> decimation_level;
set_uniform_1i(ctx, image_width_full, image_width);
set_uniform_1i(ctx, image_height_full, image_height);
ctx->decimation_level = decimation_level;
glGenTextures(1, &ctx->texture_ID);
assert_opengl();
glActiveTexture( GL_TEXTURE0 ); assert_opengl();
glBindTexture( GL_TEXTURE_2D, ctx->texture_ID ); assert_opengl();
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
ctx->image_width, ctx->image_height,
0, GL_BGR,
GL_UNSIGNED_BYTE, (const GLvoid *)NULL);
assert_opengl();
// I'm going to be updating the texture data later, so I set up a PBO to do
// that
glGenBuffers(1, &ctx->texture_PBO_ID);
assert_opengl();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ctx->texture_PBO_ID);
assert_opengl();
glBufferData(GL_PIXEL_UNPACK_BUFFER,
ctx->image_width*ctx->image_height*3,
NULL,
GL_STREAM_DRAW);
assert_opengl();
ctx->did_init_texture = true;
if(!GL_image_display_set_panzoom(ctx,
(double)(ctx->image_width - 1) / 2.,
(double)(ctx->image_height - 1) / 2.,
ctx->image_width))
goto done;
// Render image dimensions changed. I need to update the aspect-ratio
// uniform, which depends on these and the viewport dimensions. The
// container UI library must call GL_image_display_resize_viewport() if the
// viewport size changes. The image dimensions will never change after
// this
GLint viewport_xywh[4];
glGetIntegerv(GL_VIEWPORT, viewport_xywh);
if(!set_aspect(ctx, viewport_xywh[2], viewport_xywh[3]))
goto done;
}
else
{
if(! (ctx->image_width == image_width >> decimation_level &&
ctx->image_height == image_height >> decimation_level) )
{
MSG("Inconsistent image sizes. Initialized with (%d,%d), but new image '%s' has (%d,%d). Ignoring the new image",
ctx->image_width, ctx->image_height,
image_filename == NULL ? "(explicitly given data)" : image_filename,
image_width >> decimation_level,
image_height >> decimation_level);
goto done;
}
if(ctx->decimation_level != decimation_level)
{
MSG("Inconsistent decimation level. Initialized with %d, but new image '%s' has %d. Ignoring the new image",
ctx->decimation_level,
image_filename == NULL ? "(explicitly given data)" : image_filename,
decimation_level);
goto done;
}
glBindTexture( GL_TEXTURE_2D, ctx->texture_ID );
assert_opengl();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ctx->texture_PBO_ID);
assert_opengl();
}
buf = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
if(buf == NULL)
{
MSG("Couldn't map the texture buffer");
goto done;
}
{
// Copy the buffer
const int step_input = 1 << decimation_level;
for(int i=0; i<ctx->image_height; i++)
{
const char* row_input = &image_data[i*step_input*image_pitch];
char* row_output = &buf[ i* ctx->image_width*3];
if(image_bpp == 24)
{
// 24-bit input images. Same as the texture
if(step_input == 1)
{
// easy no-decimation case
memcpy(row_output, row_input, 3*ctx->image_width);
}
else
{
for(int j=0; j<ctx->image_width; j++)
{
for(int k=0; k<3; k++)
row_output[k] = row_input[k];
row_input += 3*step_input;
row_output += 3;
}
}
}
else
{
// 8-bit input images, but 24-bit texture
for(int j=0; j<ctx->image_width; j++)
{
for(int k=0; k<3; k++)
row_output[k] = row_input[0];
row_input += 1*step_input;
row_output += 3;
}
}
}
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
buf = NULL;
assert_opengl();
glTexSubImage2D(GL_TEXTURE_2D, 0,
0,0,
ctx->image_width, ctx->image_height,
GL_BGR, GL_UNSIGNED_BYTE,
0);
assert_opengl();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
assert_opengl();
result = true;
done:
if(fib != NULL)
FreeImage_Unload(fib);
if(buf != NULL)
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
return result;
}
bool GL_image_display_update_image( GL_image_display_context_t* ctx,
int decimation_level,
const char* image_filename,
const char* image_data,
int image_width,
int image_height,
int image_bpp,
int image_pitch)
{
return GL_image_display_update_image2( ctx,
decimation_level,
false,false,
image_filename,
image_data,
image_width,
image_height,
image_bpp,
image_pitch);
}
void GL_image_display_deinit( GL_image_display_context_t* ctx )
{
if(ctx->use_glut && ctx->glut_window != 0)
{
glutDestroyWindow(ctx->glut_window);
ctx->glut_window = 0;
}
}
bool GL_image_display_resize_viewport(GL_image_display_context_t* ctx,
int viewport_width,
int viewport_height)
{
CONFIRM_SET(did_init);
if(ctx->use_glut)
{
if(ctx->glut_window == 0)
return false;
glutSetWindow(ctx->glut_window);
}
ctx->viewport_width = viewport_width;
ctx->viewport_height = viewport_height;
glViewport(0, 0,
viewport_width, viewport_height);
if(ctx->did_init_texture)
return set_aspect(ctx, viewport_width, viewport_height);
return true;
}
bool GL_image_display_set_panzoom(GL_image_display_context_t* ctx,
double x_centerpixel, double y_centerpixel,
double visible_width_pixels)
{
CONFIRM_SET(did_init_texture);
#define TRY_EXISTING_OR_SET(what) \
/* check for isfinite() AND big values because -ffast-math breaks isfinite()*/ \
if( !isfinite(what) || what >= 1e20 || what <= -1e20 ) \
{ \
/* Invalid input. I keep existing value IF there is an existing value */ \
if(!ctx->did_set_panzoom) \
{ \
MSG("set_panzoom() was asked to use previous value for " #what "but it hasn't been initialized yet. Giving up."); \
return false; \
} \
} \
else \
ctx->what = what
TRY_EXISTING_OR_SET(x_centerpixel);
TRY_EXISTING_OR_SET(y_centerpixel);
TRY_EXISTING_OR_SET(visible_width_pixels);
#undef TRY_EXISTING_OR_SET
ctx->visible_width01 = ctx->visible_width_pixels / (double)ctx->image_width;
set_uniform_1f(ctx, visible_width01,
(float)ctx->visible_width01);
// Adjustments:
//
// OpenGL treats images upside-down, so I flip the y
//
// OpenGL [0,1] extents look at the left edge of the leftmost pixel and
// the right edge of the rightmost pixel respectively, so an offset of 0.5
// pixels is required
ctx->center01_x = ( ctx->x_centerpixel + 0.5) / (double)ctx->image_width;
ctx->center01_y = ((double)(ctx->image_height-1) - ctx->y_centerpixel + 0.5) / (double)ctx->image_height;
set_uniform_2f(ctx, center01,
(float)ctx->center01_x,
(float)ctx->center01_y);
ctx->did_set_panzoom = true;
return true;
}
bool GL_image_display_set_lines(GL_image_display_context_t* ctx,
const GL_image_display_line_segments_t* line_segment_sets,
int Nline_segment_sets)
{
CONFIRM_SET(did_init);
ctx->Nline_segment_sets = Nline_segment_sets;
if(Nline_segment_sets <= 0)
return true;
glBindVertexArray(ctx->programs[GL_image_display_program_index_line].VBO_array);
glBindBuffer(GL_ARRAY_BUFFER,
ctx->programs[GL_image_display_program_index_line].VBO_buffer);
float* buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
assert(buffer);
ctx->line_segment_sets = realloc(ctx->line_segment_sets,
Nline_segment_sets * sizeof(line_segment_sets[0]));
if(ctx->line_segment_sets == NULL)
{
MSG("realloc(line segment sets failed");
return false;
}
int Nvertices_stored = 0;
for(int iset=0; iset<Nline_segment_sets; iset++)
{
const GL_image_display_line_segments_t* set =
&line_segment_sets[iset];
int Nsegments = set->segments.Nsegments;
if(Nvertices_stored + 2*Nsegments > MAX_NUMBER_LINE_VERTICES)
{
MSG("Too many line segment vertices. Increase MAX_NUMBER_LINE_VERTICES. Giving up on all the lines");
ctx->Nline_segment_sets = 0;
free(ctx->line_segment_sets);
ctx->line_segment_sets = NULL;
return false;
}
memcpy(buffer,
set->points,
4*Nsegments*sizeof(float));
ctx->line_segment_sets[iset] = set->segments;
Nvertices_stored += 2*Nsegments;
buffer = &buffer[4*Nsegments];
set++;
}
int res = glUnmapBuffer(GL_ARRAY_BUFFER);
assert( res == GL_TRUE );
return true;
}
bool GL_image_display_redraw(GL_image_display_context_t* ctx)
{
CONFIRM_SET( did_init);
// Some of these can trigger during normal operation. I don't spam the
// console in that case
CONFIRM_SET_QUIET(did_init_texture);
CONFIRM_SET_QUIET(did_set_aspect);
CONFIRM_SET_QUIET(did_set_panzoom);
if(ctx->use_glut)
{
if(ctx->glut_window == 0)
return false;
glutSetWindow(ctx->glut_window);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// // Wireframe rendering. For testing
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE );
void bind_program(int program_index)
{
glUseProgram(ctx->programs[program_index].program);
assert_opengl();
glBindVertexArray(ctx->programs[program_index].VBO_array);
glBindBuffer(GL_ARRAY_BUFFER,
ctx->programs[program_index].VBO_buffer);
}
///////////// Render the image
{
bind_program(GL_image_display_program_index_image);
assert_opengl();
glBindTexture( GL_TEXTURE_2D, ctx->texture_ID);
assert_opengl();
glDrawElements(GL_TRIANGLES,
2*3,
GL_UNSIGNED_BYTE,
((uint8_t[]){0,1,2, 2,1,3}));
}
///////////// Render the overlaid lines
{
bind_program(GL_image_display_program_index_line);
assert_opengl();
int ipoint0 = 0;
for(int iset=0; iset<ctx->Nline_segment_sets; iset++)
{
const GL_image_display_line_segments_nopoints_t* set =
&ctx->line_segment_sets[iset];
uint16_t indices[set->Nsegments*2];
for(int i=0; i<set->Nsegments*2; i++)
indices[i] = i+ipoint0;
set_uniform_3f(ctx, line_color_rgb,
set->color_rgb[0], set->color_rgb[1], set->color_rgb[2]);
glDrawElements(GL_LINES,
set->Nsegments*2,
GL_UNSIGNED_SHORT,
indices);
ipoint0 += set->Nsegments*2;
}
}
return true;
}
bool GL_image_display_map_pixel_viewport_from_image(GL_image_display_context_t* ctx,
double* xout, double* yout,
double x, double y)
{
// This is analogous to what the vertex shader (vertex.glsl) does
CONFIRM_SET(did_set_panzoom);
CONFIRM_SET(did_init_texture);
CONFIRM_SET(did_set_aspect);
double vertex_x = (x+0.5) / ((double)(1 << ctx->decimation_level)*(double)ctx->image_width);
double vertex_y = (y+0.5) / ((double)(1 << ctx->decimation_level)*(double)ctx->image_height);
// GL does things upside down so the logic on vertex_y has the opposite polarity
if(ctx->flip_x)
vertex_x = 1.0 - vertex_x;
if(!ctx->flip_y)
vertex_y = 1.0 - vertex_y;
// gl_Position. In [-1,1]
double glpos_x =
(vertex_x - ctx->center01_x) /
ctx->visible_width01 * 2. * ctx->aspect_x;
double glpos_y =
(vertex_y - ctx->center01_y) /
ctx->visible_width01 * 2. * ctx->aspect_y;
// gl_Position in [0,1]
double glpos01_x = glpos_x / 2. + 0.5;
double glpos01_y = glpos_y / 2. + 0.5;
glpos01_y = 1. - glpos01_y; // GL does things upside down
*xout =
glpos01_x * (double)ctx->viewport_width - 0.5;
*yout =
glpos01_y * (double)ctx->viewport_height - 0.5;
return true;
}
bool GL_image_display_map_pixel_image_from_viewport(GL_image_display_context_t* ctx,
double* xout, double* yout,
double x, double y)
{
// This is analogous to what the vertex shader (vertex.glsl) does, in
// reverse
// Some of these can trigger during normal operation. I don't spam the
// console in that case
CONFIRM_SET_QUIET(did_set_panzoom);
CONFIRM_SET_QUIET(did_init_texture);
CONFIRM_SET_QUIET(did_set_aspect);
// gl_Position in [0,1]
double glpos01_x = ((x+0.5) / (double)ctx->viewport_width);
double glpos01_y = ((y+0.5) / (double)ctx->viewport_height);
glpos01_y = 1. - glpos01_y; // GL does things upside down
// gl_Position. In [-1,1]
double glpos_x = glpos01_x*2. - 1.;
double glpos_y = glpos01_y*2. - 1.;
double vertex_x =
glpos_x / (2. * ctx->aspect_x) * ctx->visible_width01 + ctx->center01_x;
double vertex_y =
glpos_y / (2. * ctx->aspect_y) * ctx->visible_width01 + ctx->center01_y;
// GL does things upside down so the logic on vertex_y has the opposite polarity
if(ctx->flip_x)
vertex_x = 1.0 - vertex_x;
if(!ctx->flip_y)
vertex_y = 1.0 - vertex_y;
*xout = vertex_x*(double)(1 << ctx->decimation_level)*(double)ctx->image_width - 0.5;
*yout = vertex_y*(double)(1 << ctx->decimation_level)*(double)ctx->image_height - 0.5;
return true;
}
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