load image in gui

This commit is contained in:
Fabien Freling 2022-02-13 22:07:26 +01:00
parent 1cb30b1ca7
commit d7a54361f5
2 changed files with 79 additions and 185 deletions

View file

@ -20,7 +20,7 @@ run-cli: build-cli
{{exe_cli}} lenna.png 0 0 0 0
run-gui: build-gui
nixGL {{exe_gui}}
nixGL {{exe_gui}} lenna.png
generate-build:
git clean -xf src/

View file

@ -1,198 +1,92 @@
/*******************************************************************************************
*
* raylib [textures] example - Image processing
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU
*memory (VRAM)
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <cstdlib>
#include <filesystem>
#include <iostream>
#include <vector>
#include "raylib.h"
#include <stdlib.h> // Required for: free()
#define NUM_PROCESSES 8
typedef enum {
NONE = 0,
COLOR_GRAYSCALE,
COLOR_TINT,
COLOR_INVERT,
COLOR_CONTRAST,
COLOR_BRIGHTNESS,
FLIP_VERTICAL,
FLIP_HORIZONTAL
} ImageProcess;
static const char* processText[] = {
"NO PROCESSING", "COLOR GRAYSCALE", "COLOR TINT", "COLOR INVERT",
"COLOR CONTRAST", "COLOR BRIGHTNESS", "FLIP VERTICAL", "FLIP HORIZONTAL"};
int main(void) {
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight,
"raylib [textures] example - image processing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context
// is required)
Image imOrigin =
LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
ImageFormat(
&imOrigin,
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit
// (required for texture update)
// <-- ISSUE
Texture2D texture = LoadTextureFromImage(
imOrigin); // Image converted to texture, GPU memory (VRAM)
Image imCopy = ImageCopy(imOrigin);
int currentProcess = NONE;
bool textureReload = false;
Rectangle toggleRecs[NUM_PROCESSES] = {{0}};
int mouseHoverRec = -1;
for (int i = 0; i < NUM_PROCESSES; i++)
toggleRecs[i] = (Rectangle){40.0f, (float)(50 + 32 * i), 150.0f, 30.0f};
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Mouse toggle group logic
for (int i = 0; i < NUM_PROCESSES; i++) {
if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i])) {
mouseHoverRec = i;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) {
currentProcess = i;
textureReload = true;
}
break;
} else
mouseHoverRec = -1;
namespace raylib {
#include <raylib.h>
}
// Keyboard toggle group logic
if (IsKeyPressed(KEY_DOWN)) {
currentProcess++;
if (currentProcess > (NUM_PROCESSES - 1))
currentProcess = 0;
textureReload = true;
} else if (IsKeyPressed(KEY_UP)) {
currentProcess--;
if (currentProcess < 0)
currentProcess = 7;
textureReload = true;
#include "bounding_box.h"
namespace fs = std::filesystem;
struct Button {
raylib::Rectangle rect;
std::string text;
bool hover = false;
bool pressed() {
hover =
raylib::CheckCollisionPointRec(raylib::GetMousePosition(), rect);
return hover and
raylib::IsMouseButtonReleased(raylib::MOUSE_BUTTON_LEFT);
};
void draw() const {
raylib::DrawRectangleRec(rect, raylib::LIGHTGRAY);
raylib::DrawRectangleLines(rect.x, rect.y, rect.width, rect.height,
raylib::BLUE);
raylib::DrawText(text.c_str(),
(rect.x + rect.width / 2 -
raylib::MeasureText(text.c_str(), 10) / 2),
rect.y + 11, 10, raylib::DARKBLUE);
};
};
void draw(const BoundingBox& box) {}
int main(int argc, const char* argv[]) {
if (argc < 2) {
std::cerr << "Usage: " << argv[0] << " path/to/image\n";
return 1;
}
// Reload texture when required
if (textureReload) {
UnloadImage(imCopy); // Unload image-copy data
imCopy =
ImageCopy(imOrigin); // Restore image-copy from image-origin
const fs::path input(argv[1]);
if (!fs::exists(input)) {
std::cerr << "Input file " << input << " does not exist.\n";
return 1;
}
raylib::Vector2 win_size = {800, 450};
const int padding = 5;
raylib::Vector2 in_offset = {padding, 40};
// NOTE: Image processing is a costly CPU process to be done every
// frame, If image processing is required in a frame-basis, it
// should be done with a texture and by shaders
switch (currentProcess) {
case COLOR_GRAYSCALE:
ImageColorGrayscale(&imCopy);
break;
case COLOR_TINT:
ImageColorTint(&imCopy, GREEN);
break;
case COLOR_INVERT:
ImageColorInvert(&imCopy);
break;
case COLOR_CONTRAST:
ImageColorContrast(&imCopy, -40);
break;
case COLOR_BRIGHTNESS:
ImageColorBrightness(&imCopy, -80);
break;
case FLIP_VERTICAL:
ImageFlipVertical(&imCopy);
break;
case FLIP_HORIZONTAL:
ImageFlipHorizontal(&imCopy);
break;
default:
break;
raylib::InitWindow(win_size.x, win_size.y, "netatmo - rect packing");
raylib::SetTargetFPS(60);
raylib::Image imOrigin = raylib::LoadImage(input.c_str());
raylib::ImageFormat(&imOrigin, raylib::PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
raylib::Texture2D texture = raylib::LoadTextureFromImage(imOrigin);
win_size.x = std::max(win_size.x, in_offset.x + texture.width + padding);
win_size.y = std::max(win_size.y, in_offset.y + texture.height + padding);
raylib::SetWindowSize(win_size.x, win_size.y);
Button b_add_box = {{padding, padding, 150, 30}, "Add box"};
std::vector<BoundingBox> bboxes;
while (!raylib::WindowShouldClose()) {
if (b_add_box.pressed()) {
bboxes.push_back(BoundingBox({0, 0, 20, 20}));
}
Color* pixels = LoadImageColors(
imCopy); // Load pixel data from image (RGBA 32bit)
UpdateTexture(texture,
pixels); // Update texture with new image data
UnloadImageColors(pixels); // Unload pixels data from RAM
raylib::BeginDrawing();
raylib::ClearBackground(raylib::RAYWHITE);
textureReload = false;
}
//----------------------------------------------------------------------------------
b_add_box.draw();
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
raylib::DrawTexture(texture, in_offset.x, in_offset.y, raylib::WHITE);
raylib::DrawRectangleLines(in_offset.x, in_offset.y, texture.width,
texture.height, raylib::BLACK);
ClearBackground(RAYWHITE);
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
// Draw rectangles
for (int i = 0; i < NUM_PROCESSES; i++) {
DrawRectangleRec(toggleRecs[i],
((i == currentProcess) || (i == mouseHoverRec))
? SKYBLUE
: LIGHTGRAY);
DrawRectangleLines(
(int)toggleRecs[i].x, (int)toggleRecs[i].y,
(int)toggleRecs[i].width, (int)toggleRecs[i].height,
((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawText(processText[i],
(int)(toggleRecs[i].x + toggleRecs[i].width / 2 -
MeasureText(processText[i], 10) / 2),
(int)toggleRecs[i].y + 11, 10,
((i == currentProcess) || (i == mouseHoverRec))
? DARKBLUE
: DARKGRAY);
raylib::EndDrawing();
}
DrawTexture(texture, screenWidth - texture.width - 60,
screenHeight / 2 - texture.height / 2, WHITE);
DrawRectangleLines(screenWidth - texture.width - 60,
screenHeight / 2 - texture.height / 2, texture.width,
texture.height, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture from VRAM
UnloadImage(imOrigin); // Unload image-origin from RAM
UnloadImage(imCopy); // Unload image-copy from RAM
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
// Cleanup
raylib::UnloadTexture(texture);
raylib::UnloadImage(imOrigin);
raylib::CloseWindow();
return 0;
}