2903 lines
122 KiB
C++
2903 lines
122 KiB
C++
// Dear ImGui: standalone example application for SDL2 + OpenGL
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// (SDL is a cross-platform general purpose library for handling windows,
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// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_impl_sdl2.h"
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#include <GL/glew.h>
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#include <SDL.h>
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#include <stdio.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL_opengles2.h>
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#else
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#include <GL/gl.h>
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#include <SDL_opengl.h>
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#endif
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// This example can also compile and run with Emscripten! See
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// 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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#include "exif.h"
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#define APP_IMAGE_IMPLEMENTATION
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#define IMGUI_IMAGE_VIEWER_IMPLEMENTATION
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#include "app_image.h"
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#include "imgui_tex_inspect.h"
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#include "shaderutils.h"
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#include "tex_inspect_opengl.h"
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static float exposure = 0.0f;
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static float contrast = 0.0f;
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static float highlights = 0.0f;
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static float shadows = 0.0f;
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static float whites = 0.0f;
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static float blacks = 0.0f;
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static float temperature = 6500.0f; // Example starting point (Kelvin)
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static float tint = 0.0f;
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static float vibrance = 0.0f;
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static float saturation = 0.0f;
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static float clarity = 0.0f;
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static float texture = 0.0f;
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static float dehaze = 0.0f;
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#include <functional> // For std::function
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#include <map>
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#include <memory> // For unique_ptr
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#include <string>
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#include <vector>
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#include "imfilebrowser.h" // <<< Add this
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#include <filesystem> // <<< Add for path manipulation (C++17)
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struct ShaderUniform
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{
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std::string name;
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GLint location = -1;
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// Add type info if needed for different glUniform calls, or handle in setter
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};
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struct PipelineOperation
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{
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std::string name;
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GLuint shaderProgram = 0;
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bool enabled = true;
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std::map<std::string, ShaderUniform> uniforms; // Map uniform name to its info
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// Function to update uniforms based on global slider values etc.
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std::function<void(GLuint /*program*/)> updateUniformsCallback;
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// Store the actual slider variable pointers for direct modification in ImGui
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// This avoids needing complex callbacks for simple sliders
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float *exposureVal = nullptr;
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float *contrastVal = nullptr;
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float *highlightsVal = nullptr;
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float *shadowsVal = nullptr;
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float *whitesVal = nullptr;
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float *blacksVal = nullptr;
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float *temperatureVal = nullptr;
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float *tintVal = nullptr;
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float *vibranceVal = nullptr;
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float *saturationVal = nullptr;
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float *clarityVal = nullptr;
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float *textureVal = nullptr;
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float *dehazeVal = nullptr;
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// ... add pointers for other controls as needed
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PipelineOperation(std::string n) : name(std::move(n)) {}
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void FindUniformLocations()
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{
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if (!shaderProgram)
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return;
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for (auto &pair : uniforms)
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{
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pair.second.location =
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glGetUniformLocation(shaderProgram, pair.second.name.c_str());
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if (pair.second.location == -1 && name != "Passthrough" &&
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name != "LinearToSRGB" &&
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name != "SRGBToLinear")
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{ // Ignore for simple shaders
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// Don't treat missing texture samplers as errors here, they are set
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// explicitly
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if (pair.second.name != "InputTexture")
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{
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fprintf(stderr, "Warning: Uniform '%s' not found in shader '%s'\n",
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pair.second.name.c_str(), name.c_str());
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}
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}
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}
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}
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};
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// Enum for Color Spaces (expand later)
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enum class ColorSpace
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{
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LINEAR_SRGB, // Linear Rec.709/sRGB primaries
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SRGB // Non-linear sRGB (display)
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// Add AdobeRGB, ProPhoto etc. later
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};
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const char *ColorSpaceToString(ColorSpace cs)
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{
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switch (cs)
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{
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case ColorSpace::LINEAR_SRGB:
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return "Linear sRGB";
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case ColorSpace::SRGB:
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return "sRGB";
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default:
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return "Unknown";
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}
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}
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bool ReadTextureToAppImage(GLuint textureId, int width, int height,
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AppImage &outImage)
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{
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if (textureId == 0 || width <= 0 || height <= 0)
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{
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fprintf(stderr, "ReadTextureToAppImage: Invalid parameters.\n");
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return false;
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}
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// We assume the texture 'textureId' holds LINEAR RGBA FLOAT data (e.g.,
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// GL_RGBA16F) Resize AppImage to hold the data
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outImage.resize(width, height,
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4); // Expecting 4 channels (RGBA) from pipeline texture
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outImage.m_isLinear = true; // Data we read back should be linear
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outImage.m_colorSpaceName =
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"Linear sRGB"; // Assuming pipeline used sRGB primaries
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std::vector<float> &pixelData = outImage.getPixelVector();
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if (pixelData.empty())
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{
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fprintf(stderr,
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"ReadTextureToAppImage: Failed to allocate AppImage buffer.\n");
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return false;
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}
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// Bind the texture
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GLint lastTexture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastTexture);
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glBindTexture(GL_TEXTURE_2D, textureId);
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// Set alignment (good practice)
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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// Read the pixels
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// We request GL_RGBA and GL_FLOAT as that's our assumed linear working format
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// on GPU
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glGetTexImage(GL_TEXTURE_2D,
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0, // Mipmap level 0
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GL_RGBA, // Request RGBA format
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GL_FLOAT, // Request float data type
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pixelData.data()); // Pointer to destination buffer
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GLenum err = glGetError();
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glBindTexture(GL_TEXTURE_2D, lastTexture); // Restore previous binding
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if (err != GL_NO_ERROR)
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{
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fprintf(stderr,
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"ReadTextureToAppImage: OpenGL Error during glGetTexImage: %u\n",
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err);
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outImage.clear_image(); // Clear invalid data
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return false;
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}
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printf("ReadTextureToAppImage: Successfully read %dx%d texture.\n", width,
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height);
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return true;
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}
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class ImageProcessingPipeline
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{
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private:
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GLuint m_fbo[2] = {0, 0};
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GLuint m_tex[2] = {0, 0}; // Ping-pong textures
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GLuint m_vao = 0;
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GLuint m_vbo = 0;
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int m_texWidth = 0;
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int m_texHeight = 0;
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GLuint m_passthroughShader = 0;
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GLuint m_linearToSrgbShader = 0;
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GLuint m_srgbToLinearShader = 0;
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GLuint m_diffShader = 0; // <<< New shader for diffing
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// --- Caching Members ---
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bool m_isDirty = true; // Flag to indicate if reprocessing is needed
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GLuint m_cachedDisplayTextureId = 0; // Cached ID for display (potentially sRGB)
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GLuint m_cachedLinearTextureId = 0; // Cached ID for saving (always linear)
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int m_cachedInputWidth = 0; // Track dimensions for cache validity
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int m_cachedInputHeight = 0;
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GLuint m_lastProcessedInputTextureId = 0; // Track input texture for cache validity
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// --- Diffing State ---
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bool m_diffActive = false;
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std::string m_diffActiveOperationName = ""; // Name of the operation being diffed
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GLuint m_diffTexBefore = 0; // Texture ID *before* the diffed operation
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GLuint m_diffTexAfter = 0; // Texture ID *after* the diffed operation (in the current step)
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// Helper to find operation index by name
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std::optional<int> FindOperationIndex(const std::string &name) const
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{
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for (size_t i = 0; i < activeOperations.size(); ++i)
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{
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if (activeOperations[i].name == name)
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{
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return static_cast<int>(i);
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}
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}
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return std::nullopt;
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}
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void CreateFullscreenQuad()
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{
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// Simple quad covering -1 to 1 in x,y and 0 to 1 in u,v
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float vertices[] = {// positions // texCoords
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-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f,
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0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f,
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1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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printf("Matrix ready.\n");
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glGenVertexArrays(1, &m_vao);
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printf("Fullscreen quad VAO created.\n");
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glGenBuffers(1, &m_vbo);
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printf("Fullscreen quad VBO created.\n");
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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printf("Fullscreen quad VBO created.\n");
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(0);
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// Texture coordinate attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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(void *)(2 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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printf("Fullscreen quad VAO/VBO created.\n");
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}
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bool CreateOrResizeFBOs(int width, int height)
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{
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if (width == m_texWidth && height == m_texHeight && m_fbo[0] != 0)
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{
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return true; // Already correct size
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}
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if (width <= 0 || height <= 0)
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{
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fprintf(stderr, "CreateOrResizeFBOs: Invalid dimensions (%dx%d).\n", width, height);
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return false; // Invalid dimensions
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}
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// Cleanup existing before creating new ones
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DestroyFBOs(); // This also invalidates cached texture IDs internally
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m_texWidth = width;
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m_texHeight = height;
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printf("Pipeline: Creating/Resizing FBOs and Textures to %dx%d.\n", width, height);
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glGenFramebuffers(2, m_fbo);
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glGenTextures(2, m_tex);
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GLint lastTexture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastTexture);
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GLint lastFBO;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &lastFBO);
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bool success = true;
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for (int i = 0; i < 2; ++i)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[i]);
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glBindTexture(GL_TEXTURE_2D, m_tex[i]);
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// Using RGBA16F for high precision pipeline
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear filtering is often better for display
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex[i], 0);
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GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
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{
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fprintf(stderr, "ERROR::FRAMEBUFFER:: Framebuffer %d is not complete! Status: 0x%x\n", i, fboStatus);
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success = false;
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break; // Stop if one fails
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}
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else
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{
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printf("FBO %d (Texture %d) created successfully (%dx%d).\n", m_fbo[i], m_tex[i], width, height);
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}
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}
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glBindTexture(GL_TEXTURE_2D, lastTexture);
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glBindFramebuffer(GL_FRAMEBUFFER, lastFBO);
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if (!success)
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{
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fprintf(stderr, "Pipeline: FBO creation failed. Cleaning up.\n");
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DestroyFBOs(); // Clean up partial setup
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return false;
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}
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// Successfully created, mark dirty because resources changed
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MarkDirty();
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return true;
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}
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void DestroyFBOs()
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{
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if (m_fbo[0])
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{
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glDeleteFramebuffers(2, m_fbo);
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m_fbo[0] = m_fbo[1] = 0;
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}
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if (m_tex[0])
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{
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glDeleteTextures(2, m_tex);
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m_tex[0] = m_tex[1] = 0;
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}
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// Invalidate cache when FBOs are destroyed
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m_texWidth = m_texHeight = 0;
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m_cachedDisplayTextureId = 0;
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m_cachedLinearTextureId = 0;
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m_cachedInputWidth = 0;
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m_cachedInputHeight = 0;
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m_lastProcessedInputTextureId = 0;
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m_isDirty = true; // Need reprocessing after destruction
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printf("Pipeline: Destroyed FBOs and textures. Cache invalidated.\n");
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}
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struct ProcessingResult
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{
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GLuint linearOutput = 0;
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GLuint displayOutput = 0;
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GLuint diffOutput = 0; // Only valid if diff was active during processing
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};
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ProcessingResult ExecuteProcessingSteps(GLuint inputTextureId, int width, int height)
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{
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ProcessingResult result = {};
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m_diffTexBefore = 0; // Reset diff textures for this run
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m_diffTexAfter = 0;
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if (inputTextureId == 0 || width <= 0 || height <= 0 || !m_diffShader)
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{
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fprintf(stderr, "ExecuteProcessingSteps: Invalid input, state, or missing diff shader.\n");
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return result; // Return empty result
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}
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printf("Pipeline: Executing processing steps for %dx%d image (Input TexID: %u). Diff Active: %s (%s)\n",
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width, height, inputTextureId, m_diffActive ? "Yes" : "No", m_diffActiveOperationName.c_str());
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if (!CreateOrResizeFBOs(width, height))
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{
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fprintf(stderr, "ExecuteProcessingSteps: Failed to create/resize FBOs.\n");
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return result;
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}
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// Store original state
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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GLint lastFBO;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &lastFBO);
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// ... (save other relevant state: active texture, program, vao etc) ...
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GLint lastActiveTexture;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &lastActiveTexture);
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GLint lastBoundTexture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastBoundTexture);
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GLint lastProgram;
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glGetIntegerv(GL_CURRENT_PROGRAM, &lastProgram);
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GLint lastVao;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &lastVao);
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glViewport(0, 0, m_texWidth, m_texHeight);
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glBindVertexArray(m_vao);
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int currentBufferIndex = 0; // Index into m_fbo/m_tex (0 or 1) -> Target for WRITING
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GLuint currentReadTexId = inputTextureId; // Texture to READ from
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std::optional<int> diffOpIndexOpt = std::nullopt;
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if (m_diffActive && !m_diffActiveOperationName.empty())
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{
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diffOpIndexOpt = FindOperationIndex(m_diffActiveOperationName);
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if (!diffOpIndexOpt)
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{
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fprintf(stderr, "Warning: Diff active but couldn't find operation '%s'\n", m_diffActiveOperationName.c_str());
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}
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}
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// --- Input Color Space Conversion (if needed) ---
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bool handledInitialStep = false;
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// ... (Input conversion logic remains the same as before) ...
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if (inputColorSpace == ColorSpace::SRGB)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[currentBufferIndex]);
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glUseProgram(m_srgbToLinearShader);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, currentReadTexId);
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glUniform1i(glGetUniformLocation(m_srgbToLinearShader, "InputTexture"), 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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currentReadTexId = m_tex[currentBufferIndex];
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currentBufferIndex = 1 - currentBufferIndex;
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handledInitialStep = true;
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}
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else
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{
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bool anyUserOpsEnabled = false; /* check if any op is enabled */
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for (const auto &op : activeOperations)
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if (op.enabled && op.shaderProgram)
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anyUserOpsEnabled = true;
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if (anyUserOpsEnabled)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[currentBufferIndex]);
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glUseProgram(m_passthroughShader);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, currentReadTexId);
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glUniform1i(glGetUniformLocation(m_passthroughShader, "InputTexture"), 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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currentReadTexId = m_tex[currentBufferIndex];
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currentBufferIndex = 1 - currentBufferIndex;
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handledInitialStep = true;
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}
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else
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{
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handledInitialStep = false;
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}
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}
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// --- Apply Editing Operations ---
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int appliedOpsCount = 0;
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for (size_t i = 0; i < activeOperations.size(); ++i)
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{
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const auto &op = activeOperations[i];
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if (op.enabled && op.shaderProgram)
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{
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// <<< DIFF CAPTURE: Before processing the target operation >>>
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if (diffOpIndexOpt && (int)i == *diffOpIndexOpt)
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{
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m_diffTexBefore = currentReadTexId; // Capture the input to this step
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printf("Pipeline: Capturing TexID %u as 'Before' for diff op '%s'\n", m_diffTexBefore, op.name.c_str());
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}
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[currentBufferIndex]);
|
|
glUseProgram(op.shaderProgram);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, currentReadTexId);
|
|
GLint loc = glGetUniformLocation(op.shaderProgram, "InputTexture");
|
|
if (loc != -1)
|
|
glUniform1i(loc, 0);
|
|
|
|
// Set uniforms (as before)
|
|
if (op.updateUniformsCallback)
|
|
{
|
|
op.updateUniformsCallback(op.shaderProgram);
|
|
}
|
|
else
|
|
{
|
|
// (Your existing uniform setting logic based on op.*Val pointers)
|
|
// Example:
|
|
if (op.exposureVal && op.uniforms.count("exposureValue"))
|
|
glUniform1f(op.uniforms.at("exposureValue").location, *op.exposureVal);
|
|
if (op.contrastVal && op.uniforms.count("contrastValue"))
|
|
glUniform1f(op.uniforms.at("contrastValue").location, *op.contrastVal);
|
|
if (op.highlightsVal && op.uniforms.count("highlightsValue"))
|
|
glUniform1f(op.uniforms.at("highlightsValue").location, *op.highlightsVal);
|
|
if (op.shadowsVal && op.uniforms.count("shadowsValue"))
|
|
glUniform1f(op.uniforms.at("shadowsValue").location, *op.shadowsVal);
|
|
if (op.whitesVal && op.uniforms.count("whitesValue"))
|
|
glUniform1f(op.uniforms.at("whitesValue").location, *op.whitesVal);
|
|
if (op.blacksVal && op.uniforms.count("blacksValue"))
|
|
glUniform1f(op.uniforms.at("blacksValue").location, *op.blacksVal);
|
|
if (op.temperatureVal && op.uniforms.count("temperatureValue"))
|
|
glUniform1f(op.uniforms.at("temperatureValue").location, *op.temperatureVal);
|
|
if (op.tintVal && op.uniforms.count("tintValue"))
|
|
glUniform1f(op.uniforms.at("tintValue").location, *op.tintVal);
|
|
if (op.vibranceVal && op.uniforms.count("vibranceValue"))
|
|
glUniform1f(op.uniforms.at("vibranceValue").location, *op.vibranceVal);
|
|
if (op.saturationVal && op.uniforms.count("saturationValue"))
|
|
glUniform1f(op.uniforms.at("saturationValue").location, *op.saturationVal);
|
|
if (op.clarityVal && op.uniforms.count("clarityValue"))
|
|
glUniform1f(op.uniforms.at("clarityValue").location, *op.clarityVal);
|
|
if (op.textureVal && op.uniforms.count("textureValue"))
|
|
glUniform1f(op.uniforms.at("textureValue").location, *op.textureVal);
|
|
if (op.dehazeVal && op.uniforms.count("dehazeValue"))
|
|
glUniform1f(op.uniforms.at("dehazeValue").location, *op.dehazeVal);
|
|
// ... etc ...
|
|
}
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
// Update read texture for the *next* step
|
|
currentReadTexId = m_tex[currentBufferIndex];
|
|
|
|
// <<< DIFF CAPTURE: After processing the target operation >>>
|
|
if (diffOpIndexOpt && (int)i == *diffOpIndexOpt)
|
|
{
|
|
m_diffTexAfter = currentReadTexId; // Capture the output of this step
|
|
printf("Pipeline: Capturing TexID %u as 'After' for diff op '%s'\n", m_diffTexAfter, op.name.c_str());
|
|
}
|
|
|
|
// Swap write target for the *next* step
|
|
currentBufferIndex = 1 - currentBufferIndex;
|
|
appliedOpsCount++;
|
|
handledInitialStep = true;
|
|
}
|
|
}
|
|
|
|
// At this point, `currentReadTexId` holds the final linear result of the pipeline
|
|
result.linearOutput = currentReadTexId;
|
|
printf("Pipeline: Finished editing ops. Final linear TexID: %u\n", result.linearOutput);
|
|
|
|
// --- Output Color Space Conversion (for display, using linearOutput) ---
|
|
result.displayOutput = result.linearOutput; // Assume linear output initially
|
|
GLuint displayConversionTargetFbo = m_fbo[currentBufferIndex]; // The *next* buffer is free
|
|
bool performedDisplayConversion = false;
|
|
|
|
if (outputColorSpace == ColorSpace::SRGB)
|
|
{
|
|
bool needsLinearToSrgb = false;
|
|
// ... (logic to determine if conversion is needed, same as before) ...
|
|
if (handledInitialStep || appliedOpsCount > 0)
|
|
needsLinearToSrgb = true;
|
|
else
|
|
needsLinearToSrgb = (inputColorSpace == ColorSpace::LINEAR_SRGB);
|
|
|
|
if (needsLinearToSrgb)
|
|
{
|
|
printf("Pipeline: Applying Linear -> sRGB conversion for display output.\n");
|
|
glBindFramebuffer(GL_FRAMEBUFFER, displayConversionTargetFbo); // Use the *next* FBO
|
|
glUseProgram(m_linearToSrgbShader);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, result.linearOutput); // Read the final linear result
|
|
glUniform1i(glGetUniformLocation(m_linearToSrgbShader, "InputTexture"), 0);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
result.displayOutput = m_tex[currentBufferIndex]; // Result is in the target FBO's texture
|
|
performedDisplayConversion = true;
|
|
printf("Pipeline: Final display (sRGB) TexID: %u\n", result.displayOutput);
|
|
}
|
|
}
|
|
// If no conversion needed, result.displayOutput remains == result.linearOutput
|
|
|
|
// --- Diff Rendering Pass (if active) ---
|
|
if (m_diffActive && diffOpIndexOpt && m_diffTexBefore != 0 && m_diffTexAfter != 0)
|
|
{
|
|
printf("Pipeline: Performing Diff Pass (Before: %u, After: %u)\n", m_diffTexBefore, m_diffTexAfter);
|
|
// Determine where to render the diff output.
|
|
// We need a *different* buffer than the one holding the final display output.
|
|
// If display conversion happened, 'currentBufferIndex' points to the FBO used for it.
|
|
// The *other* FBO (1-currentBufferIndex) should hold the final linear result.
|
|
// Let's render the diff into the FBO that holds the linear result, overwriting it temporarily for display.
|
|
// Or, better: if display conversion happened, render to the *next* buffer index again. If not, use the first buffer.
|
|
GLuint diffTargetFbo;
|
|
GLuint diffTargetTexId;
|
|
if (performedDisplayConversion)
|
|
{
|
|
// Display output is in m_tex[currentBufferIndex].
|
|
// Linear output is in m_tex[1-currentBufferIndex].
|
|
// Render diff to the *next* buffer again (overwriting linear temporarily *if needed*)
|
|
int diffBufferIndex = 1 - currentBufferIndex; // The buffer holding linear result
|
|
diffTargetFbo = m_fbo[diffBufferIndex];
|
|
diffTargetTexId = m_tex[diffBufferIndex];
|
|
printf("Pipeline: Rendering Diff to FBO %d (TexID %d) - buffer that held linear.\n", diffTargetFbo, diffTargetTexId);
|
|
}
|
|
else
|
|
{
|
|
// Display output == Linear output, both are currentReadTexId.
|
|
// Render diff to the *next* buffer index.
|
|
diffTargetFbo = m_fbo[currentBufferIndex];
|
|
diffTargetTexId = m_tex[currentBufferIndex];
|
|
printf("Pipeline: Rendering Diff to FBO %d (TexID %d) - next available buffer.\n", diffTargetFbo, diffTargetTexId);
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, diffTargetFbo);
|
|
glUseProgram(m_diffShader);
|
|
|
|
// Bind "Before" texture to unit 0
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_diffTexBefore);
|
|
glUniform1i(glGetUniformLocation(m_diffShader, "texBefore"), 0);
|
|
|
|
// Bind "After" texture to unit 1
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, m_diffTexAfter);
|
|
glUniform1i(glGetUniformLocation(m_diffShader, "texAfter"), 1);
|
|
|
|
// Set other diff uniforms (e.g., boost)
|
|
glUniform1f(glGetUniformLocation(m_diffShader, "diffBoost"), 5.0f); // Example boost
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
result.diffOutput = diffTargetTexId; // Store the ID of the texture containing the diff
|
|
printf("Pipeline: Diff rendering complete. Diff TexID: %u\n", result.diffOutput);
|
|
|
|
// IMPORTANT: Ensure texture unit 1 is unbound afterwards if necessary
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE0); // Return to default active texture unit
|
|
}
|
|
|
|
// --- Cleanup ---
|
|
glBindVertexArray(lastVao);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, lastFBO);
|
|
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
|
glUseProgram(lastProgram);
|
|
glActiveTexture(lastActiveTexture);
|
|
glBindTexture(GL_TEXTURE_2D, lastBoundTexture);
|
|
|
|
return result;
|
|
}
|
|
|
|
public:
|
|
// The ordered list of operations the user has configured
|
|
std::vector<PipelineOperation> activeOperations;
|
|
ColorSpace inputColorSpace = ColorSpace::LINEAR_SRGB; // Default
|
|
ColorSpace outputColorSpace = ColorSpace::SRGB; // Default for display
|
|
|
|
ImageProcessingPipeline() = default;
|
|
|
|
~ImageProcessingPipeline()
|
|
{
|
|
DestroyFBOs(); // Cleanup FBOs/Textures
|
|
if (m_vao)
|
|
glDeleteVertexArrays(1, &m_vao);
|
|
if (m_vbo)
|
|
glDeleteBuffers(1, &m_vbo);
|
|
// Shaders owned by PipelineOperation structs should be deleted externally or via smart pointers
|
|
// (Assuming InitShaderOperations handles this)
|
|
if (m_passthroughShader)
|
|
glDeleteProgram(m_passthroughShader);
|
|
if (m_linearToSrgbShader)
|
|
glDeleteProgram(m_linearToSrgbShader);
|
|
if (m_srgbToLinearShader)
|
|
glDeleteProgram(m_srgbToLinearShader);
|
|
if (m_diffShader)
|
|
glDeleteProgram(m_diffShader); // <<< Cleanup diff shader
|
|
printf("ImageProcessingPipeline destroyed.\n");
|
|
}
|
|
|
|
void Init(const std::string &shaderBasePath)
|
|
{
|
|
printf("Initializing ImageProcessingPipeline...\n");
|
|
CreateFullscreenQuad();
|
|
|
|
std::string vsPath = shaderBasePath + "passthrough.vert";
|
|
printf("Loading essential shaders from: %s\n", shaderBasePath.c_str());
|
|
m_passthroughShader = LoadShaderProgramFromFiles(vsPath, shaderBasePath + "passthrough.frag");
|
|
m_linearToSrgbShader = LoadShaderProgramFromFiles(vsPath, shaderBasePath + "linear_to_srgb.frag");
|
|
m_srgbToLinearShader = LoadShaderProgramFromFiles(vsPath, shaderBasePath + "srgb_to_linear.frag");
|
|
m_diffShader = LoadShaderProgramFromFiles(vsPath, shaderBasePath + "diff.frag"); // <<< Load diff shader
|
|
|
|
if (!m_passthroughShader || !m_linearToSrgbShader || !m_srgbToLinearShader)
|
|
{
|
|
fprintf(stderr, "FATAL: Failed to load essential pipeline shaders! Check paths and shader code.\n");
|
|
// Consider throwing or setting an error state
|
|
}
|
|
else
|
|
{
|
|
printf("Essential pipeline shaders loaded (Passthrough: %u, Lin->sRGB: %u, sRGB->Lin: %u).\n",
|
|
m_passthroughShader, m_linearToSrgbShader, m_srgbToLinearShader);
|
|
}
|
|
MarkDirty(); // Ensure processing happens on first frame after init
|
|
}
|
|
|
|
// Call this to signal that parameters have changed and reprocessing is needed
|
|
void MarkDirty()
|
|
{
|
|
if (!m_isDirty)
|
|
{
|
|
printf("Pipeline: Marked as dirty.\n");
|
|
m_isDirty = true;
|
|
}
|
|
}
|
|
|
|
bool IsDirty() const
|
|
{
|
|
return m_isDirty;
|
|
}
|
|
|
|
void ResetResources()
|
|
{
|
|
printf("Pipeline: Resetting FBOs and Textures.\n");
|
|
DestroyFBOs(); // Call the existing cleanup method
|
|
}
|
|
|
|
// --- Diffing Control ---
|
|
void SetDiffActiveOperation(const char *operationName)
|
|
{
|
|
std::string nameStr = (operationName ? operationName : "");
|
|
bool wasActive = m_diffActive;
|
|
std::string oldName = m_diffActiveOperationName;
|
|
|
|
m_diffActive = !nameStr.empty();
|
|
m_diffActiveOperationName = nameStr;
|
|
|
|
if (m_diffActive != wasActive || m_diffActiveOperationName != oldName)
|
|
{
|
|
printf("Pipeline: Diff state changed. Active: %s, Op: %s\n",
|
|
m_diffActive ? "Yes" : "No", m_diffActiveOperationName.c_str());
|
|
MarkDirty(); // Changing diff state requires reprocessing
|
|
}
|
|
}
|
|
|
|
bool IsDiffActive() const
|
|
{
|
|
return m_diffActive;
|
|
}
|
|
|
|
bool IsDiffActiveForOperation(const char *operationName) const
|
|
{
|
|
if (!operationName)
|
|
return false;
|
|
return m_diffActive && m_diffActiveOperationName == operationName;
|
|
}
|
|
|
|
// --- Public Interface ---
|
|
// Gets the texture ID for display or saving, processing only if necessary.
|
|
GLuint GetProcessedTexture(GLuint inputTextureId, int width, int height, bool forDisplay)
|
|
{
|
|
if (inputTextureId == 0 || width <= 0 || height <= 0)
|
|
{
|
|
// ... (invalid input handling, clear cache) ...
|
|
return 0;
|
|
}
|
|
|
|
// Cache validity check (same as before)
|
|
bool cacheInputValid = (inputTextureId == m_lastProcessedInputTextureId &&
|
|
width == m_cachedInputWidth &&
|
|
height == m_cachedInputHeight);
|
|
|
|
// Cache is invalidated if dirty OR input changed OR diff state is active (diff result isn't cached long-term)
|
|
if (!m_isDirty && cacheInputValid && !m_diffActive && m_cachedDisplayTextureId != 0 && m_cachedLinearTextureId != 0)
|
|
{
|
|
// Cache hit and not diffing
|
|
return forDisplay ? m_cachedDisplayTextureId : m_cachedLinearTextureId;
|
|
}
|
|
else
|
|
{
|
|
// Needs processing
|
|
if (m_isDirty)
|
|
printf("Pipeline: Cache dirty flag set. Reprocessing.\n");
|
|
if (!cacheInputValid)
|
|
printf("Pipeline: Input changed. Reprocessing.\n");
|
|
if (m_diffActive)
|
|
printf("Pipeline: Diff mode active. Reprocessing for diff.\n");
|
|
|
|
ProcessingResult results = ExecuteProcessingSteps(inputTextureId, width, height);
|
|
|
|
if (results.linearOutput != 0 && results.displayOutput != 0)
|
|
{
|
|
printf("Pipeline: Processing successful.\n");
|
|
// Update cache ONLY if NOT in diff mode
|
|
if (!m_diffActive)
|
|
{
|
|
printf("Pipeline: Updating cache (Linear: %u, Display: %u).\n", results.linearOutput, results.displayOutput);
|
|
m_cachedLinearTextureId = results.linearOutput;
|
|
m_cachedDisplayTextureId = results.displayOutput;
|
|
m_cachedInputWidth = width;
|
|
m_cachedInputHeight = height;
|
|
m_lastProcessedInputTextureId = inputTextureId;
|
|
m_isDirty = false; // Clear dirty flag *after* successful non-diff processing
|
|
}
|
|
else
|
|
{
|
|
printf("Pipeline: Diff active, cache not updated.\n");
|
|
// Keep pipeline dirty if diffing, so next non-diff frame recalculates correctly
|
|
m_isDirty = true;
|
|
}
|
|
|
|
// Return the correct texture
|
|
if (forDisplay)
|
|
{
|
|
// If diffing was active and produced a result, show that
|
|
if (m_diffActive && results.diffOutput != 0)
|
|
{
|
|
printf("Pipeline: Returning DIFF texture (%u) for display.\n", results.diffOutput);
|
|
return results.diffOutput;
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, return the normal display texture
|
|
printf("Pipeline: Returning normal display texture (%u) for display.\n", results.displayOutput);
|
|
return results.displayOutput;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// For saving, always return the linear result
|
|
printf("Pipeline: Returning LINEAR texture (%u) for saving.\n", results.linearOutput);
|
|
return results.linearOutput;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Processing failed
|
|
fprintf(stderr, "Pipeline: ExecuteProcessingSteps failed. Invalidating cache.\n");
|
|
m_cachedDisplayTextureId = 0;
|
|
m_cachedLinearTextureId = 0;
|
|
m_cachedInputWidth = 0;
|
|
m_cachedInputHeight = 0;
|
|
m_lastProcessedInputTextureId = 0;
|
|
m_isDirty = true; // Remain dirty
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
static ImageProcessingPipeline
|
|
g_pipeline; // <<< Global pipeline manager instance
|
|
static std::vector<std::unique_ptr<PipelineOperation>>
|
|
g_allOperations; // Store all possible operations
|
|
static GLuint g_processedTextureId = 0; // Texture ID after pipeline processing
|
|
static ColorSpace g_inputColorSpace =
|
|
ColorSpace::LINEAR_SRGB; // Connect to pipeline's setting
|
|
static ColorSpace g_outputColorSpace =
|
|
ColorSpace::SRGB; // Connect to pipeline's setting
|
|
|
|
// File Dialogs
|
|
static ImGui::FileBrowser g_openFileDialog;
|
|
// Add flags for save dialog: Allow new filename, allow creating directories
|
|
static ImGui::FileBrowser
|
|
g_exportSaveFileDialog(ImGuiFileBrowserFlags_EnterNewFilename |
|
|
ImGuiFileBrowserFlags_CreateNewDir);
|
|
|
|
// Export Dialog State
|
|
static bool g_showExportWindow = false;
|
|
static ImageSaveFormat g_exportFormat = ImageSaveFormat::JPEG; // Default format
|
|
static int g_exportQuality = 90; // Default JPEG quality
|
|
static std::string g_exportErrorMsg =
|
|
""; // To display errors in the export dialog
|
|
|
|
// Current loaded file path (useful for default export name)
|
|
static std::string g_currentFilePath = "";
|
|
|
|
// Crop State
|
|
static bool g_cropActive = false;
|
|
static ImVec4 g_cropRectNorm =
|
|
ImVec4(0.0f, 0.0f, 1.0f, 1.0f); // (MinX, MinY, MaxX, MaxY) normalized 0-1
|
|
static ImVec4 g_cropRectNormInitial =
|
|
g_cropRectNorm; // Store initial state for cancel/dragging base
|
|
static float g_cropAspectRatio =
|
|
0.0f; // 0.0f = Freeform, > 0.0f = constrained (Width / Height)
|
|
static int g_selectedAspectRatioIndex = 0; // Index for the dropdown
|
|
|
|
static GLuint g_histogramComputeShader = 0;
|
|
static GLuint g_histogramSSBO = 0;
|
|
const int NUM_HISTOGRAM_BINS = 256;
|
|
const int HISTOGRAM_BUFFER_SIZE = NUM_HISTOGRAM_BINS * 3; // R, G, B
|
|
static std::vector<unsigned int> g_histogramDataCPU(HISTOGRAM_BUFFER_SIZE, 0);
|
|
static unsigned int g_histogramMaxCount =
|
|
255; // Max count found, for scaling (init to 1 to avoid div by zero)
|
|
static bool g_histogramResourcesInitialized = false;
|
|
|
|
// Interaction state
|
|
enum class CropHandle
|
|
{
|
|
NONE,
|
|
TOP_LEFT,
|
|
TOP_RIGHT,
|
|
BOTTOM_LEFT,
|
|
BOTTOM_RIGHT,
|
|
TOP,
|
|
BOTTOM,
|
|
LEFT,
|
|
RIGHT,
|
|
INSIDE
|
|
};
|
|
static CropHandle g_activeCropHandle = CropHandle::NONE;
|
|
static bool g_isDraggingCrop = false;
|
|
static ImVec2 g_dragStartMousePos = ImVec2(0, 0); // Screen coords
|
|
|
|
bool InitHistogramResources(const std::string &shaderBasePath)
|
|
{
|
|
printf("Initializing Histogram Resources...\n");
|
|
// Load Compute Shader
|
|
// We need a way to load compute shaders, modify shader_utils or add here
|
|
std::string compSource =
|
|
ReadFile(shaderBasePath + "histogram.comp"); // Assuming ReadFile exists
|
|
if (compSource.empty())
|
|
{
|
|
fprintf(stderr, "ERROR: Failed to read histogram.comp\n");
|
|
return false;
|
|
}
|
|
// Simple Compute Shader Compilation/Linking (add error checking!)
|
|
GLuint computeShaderObj = glCreateShader(GL_COMPUTE_SHADER);
|
|
const char *src = compSource.c_str();
|
|
glShaderSource(computeShaderObj, 1, &src, nullptr);
|
|
glCompileShader(computeShaderObj);
|
|
// --- Add GLint success; glGetShaderiv; glGetShaderInfoLog checks ---
|
|
GLint success;
|
|
glGetShaderiv(computeShaderObj, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
GLint logLength;
|
|
glGetShaderiv(computeShaderObj, GL_INFO_LOG_LENGTH, &logLength);
|
|
std::vector<char> log(logLength);
|
|
glGetShaderInfoLog(computeShaderObj, logLength, nullptr, log.data());
|
|
fprintf(stderr, "ERROR::SHADER::HISTOGRAM::COMPILATION_FAILED\n%s\n",
|
|
log.data());
|
|
glDeleteShader(computeShaderObj);
|
|
return false;
|
|
}
|
|
|
|
g_histogramComputeShader = glCreateProgram();
|
|
glAttachShader(g_histogramComputeShader, computeShaderObj);
|
|
glLinkProgram(g_histogramComputeShader);
|
|
// --- Add GLint success; glGetProgramiv; glGetProgramInfoLog checks ---
|
|
glGetProgramiv(g_histogramComputeShader, GL_LINK_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
GLint logLength;
|
|
glGetProgramiv(g_histogramComputeShader, GL_INFO_LOG_LENGTH, &logLength);
|
|
std::vector<char> log(logLength);
|
|
glGetProgramInfoLog(g_histogramComputeShader, logLength, nullptr,
|
|
log.data());
|
|
fprintf(stderr, "ERROR::PROGRAM::HISTOGRAM::LINKING_FAILED\n%s\n",
|
|
log.data());
|
|
glDeleteProgram(g_histogramComputeShader);
|
|
g_histogramComputeShader = 0;
|
|
glDeleteShader(computeShaderObj); // Delete shader obj even on link failure
|
|
return false;
|
|
}
|
|
|
|
glDeleteShader(computeShaderObj); // Delete shader object after linking
|
|
printf("Histogram compute shader loaded and linked successfully (Program ID: "
|
|
"%u).\n",
|
|
g_histogramComputeShader);
|
|
|
|
// Create Shader Storage Buffer Object (SSBO)
|
|
glGenBuffers(1, &g_histogramSSBO);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_histogramSSBO);
|
|
// Allocate buffer size: 3 channels * 256 bins * size of uint
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER,
|
|
HISTOGRAM_BUFFER_SIZE * sizeof(unsigned int), NULL,
|
|
GL_DYNAMIC_READ); // Data will be written by GPU, read by CPU
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); // Unbind
|
|
|
|
GLenum err = glGetError();
|
|
if (err != GL_NO_ERROR || g_histogramSSBO == 0)
|
|
{
|
|
fprintf(stderr,
|
|
"ERROR: Failed to create histogram SSBO. OpenGL Error: %u\n", err);
|
|
if (g_histogramComputeShader)
|
|
glDeleteProgram(g_histogramComputeShader);
|
|
g_histogramComputeShader = 0;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
printf("Histogram SSBO created successfully (Buffer ID: %u, Size: %d "
|
|
"bytes).\n",
|
|
g_histogramSSBO, HISTOGRAM_BUFFER_SIZE * sizeof(unsigned int));
|
|
}
|
|
|
|
g_histogramResourcesInitialized = true;
|
|
return true;
|
|
}
|
|
|
|
// Aspect Ratio Options
|
|
struct AspectRatioOption
|
|
{
|
|
const char *name;
|
|
float ratio; // W/H
|
|
};
|
|
static std::vector<AspectRatioOption> g_aspectRatios = {
|
|
{"Freeform", 0.0f}, {"Original", 0.0f}, // Will be calculated dynamically
|
|
{"1:1", 1.0f},
|
|
{"16:9", 16.0f / 9.0f},
|
|
{"9:16", 9.0f / 16.0f},
|
|
{"4:3", 4.0f / 3.0f},
|
|
{"3:4", 3.0f / 4.0f},
|
|
// Add more as needed
|
|
};
|
|
|
|
void UpdateCropRect(ImVec4 &rectNorm, CropHandle handle, ImVec2 deltaNorm,
|
|
float aspectRatio)
|
|
{
|
|
ImVec2 minXY = ImVec2(rectNorm.x, rectNorm.y);
|
|
ImVec2 maxXY = ImVec2(rectNorm.z, rectNorm.w);
|
|
|
|
// Apply delta based on handle
|
|
switch (handle)
|
|
{
|
|
case CropHandle::TOP_LEFT:
|
|
minXY += deltaNorm;
|
|
break;
|
|
case CropHandle::TOP_RIGHT:
|
|
minXY.y += deltaNorm.y;
|
|
maxXY.x += deltaNorm.x;
|
|
break;
|
|
case CropHandle::BOTTOM_LEFT:
|
|
minXY.x += deltaNorm.x;
|
|
maxXY.y += deltaNorm.y;
|
|
break;
|
|
case CropHandle::BOTTOM_RIGHT:
|
|
maxXY += deltaNorm;
|
|
break;
|
|
case CropHandle::TOP:
|
|
minXY.y += deltaNorm.y;
|
|
break;
|
|
case CropHandle::BOTTOM:
|
|
maxXY.y += deltaNorm.y;
|
|
break;
|
|
case CropHandle::LEFT:
|
|
minXY.x += deltaNorm.x;
|
|
break;
|
|
case CropHandle::RIGHT:
|
|
maxXY.x += deltaNorm.x;
|
|
break;
|
|
case CropHandle::INSIDE:
|
|
minXY += deltaNorm;
|
|
maxXY += deltaNorm;
|
|
break;
|
|
case CropHandle::NONE:
|
|
return; // No change
|
|
}
|
|
|
|
// Ensure min < max temporarily before aspect constraint
|
|
if (minXY.x > maxXY.x)
|
|
ImSwap(minXY.x, maxXY.x);
|
|
if (minXY.y > maxXY.y)
|
|
ImSwap(minXY.y, maxXY.y);
|
|
|
|
// Apply Aspect Ratio Constraint (if aspectRatio > 0)
|
|
if (aspectRatio > 0.0f && handle != CropHandle::INSIDE &&
|
|
handle != CropHandle::NONE)
|
|
{
|
|
float currentW = maxXY.x - minXY.x;
|
|
float currentH = maxXY.y - minXY.y;
|
|
|
|
if (currentW < 1e-5f)
|
|
currentW = 1e-5f; // Avoid division by zero
|
|
if (currentH < 1e-5f)
|
|
currentH = 1e-5f;
|
|
|
|
float currentAspect = currentW / currentH;
|
|
float targetAspect = aspectRatio;
|
|
|
|
// Determine which dimension to adjust based on which handle was moved and
|
|
// aspect delta Simplified approach: Adjust height based on width, unless
|
|
// moving top/bottom handles primarily
|
|
bool adjustHeight = true;
|
|
if (handle == CropHandle::TOP || handle == CropHandle::BOTTOM)
|
|
{
|
|
adjustHeight = false; // Primarily adjust width based on height change
|
|
}
|
|
|
|
if (adjustHeight)
|
|
{ // Adjust height based on width
|
|
float targetH = currentW / targetAspect;
|
|
float deltaH = targetH - currentH;
|
|
// Distribute height change based on handle
|
|
if (handle == CropHandle::TOP_LEFT || handle == CropHandle::TOP_RIGHT ||
|
|
handle == CropHandle::TOP)
|
|
{
|
|
minXY.y -= deltaH; // Adjust top edge
|
|
}
|
|
else
|
|
{
|
|
maxXY.y += deltaH; // Adjust bottom edge (or split for side handles?)
|
|
// For LEFT/RIGHT handles, could split deltaH: minXY.y -= deltaH*0.5;
|
|
// maxXY.y += deltaH*0.5;
|
|
}
|
|
}
|
|
else
|
|
{ // Adjust width based on height
|
|
float targetW = currentH * targetAspect;
|
|
float deltaW = targetW - currentW;
|
|
// Distribute width change based on handle
|
|
if (handle == CropHandle::TOP_LEFT || handle == CropHandle::BOTTOM_LEFT ||
|
|
handle == CropHandle::LEFT)
|
|
{
|
|
minXY.x -= deltaW; // Adjust left edge
|
|
}
|
|
else
|
|
{
|
|
maxXY.x += deltaW; // Adjust right edge
|
|
// For TOP/BOTTOM handles, could split deltaW: minXY.x -= deltaW*0.5;
|
|
// maxXY.x += deltaW*0.5;
|
|
}
|
|
}
|
|
} // End aspect ratio constraint
|
|
|
|
// Update the output rectNorm
|
|
rectNorm = ImVec4(minXY.x, minXY.y, maxXY.x, maxXY.y);
|
|
}
|
|
|
|
// Helper function to crop AppImage data
|
|
bool ApplyCropToImage(AppImage &image, const ImVec4 cropRectNorm)
|
|
{
|
|
if (image.isEmpty())
|
|
{
|
|
fprintf(stderr, "ApplyCropToImage: Input image is empty.\n");
|
|
return false;
|
|
}
|
|
if (cropRectNorm.x >= cropRectNorm.z || cropRectNorm.y >= cropRectNorm.w)
|
|
{
|
|
fprintf(
|
|
stderr,
|
|
"ApplyCropToImage: Invalid crop rectangle (zero or negative size).\n");
|
|
return false; // Invalid crop rect
|
|
}
|
|
|
|
// Clamp rect just in case
|
|
ImVec4 clampedRect = cropRectNorm;
|
|
clampedRect.x = ImClamp(clampedRect.x, 0.0f, 1.0f);
|
|
clampedRect.y = ImClamp(clampedRect.y, 0.0f, 1.0f);
|
|
clampedRect.z = ImClamp(clampedRect.z, 0.0f, 1.0f);
|
|
clampedRect.w = ImClamp(clampedRect.w, 0.0f, 1.0f);
|
|
|
|
// Calculate pixel coordinates
|
|
int srcW = image.getWidth();
|
|
int srcH = image.getHeight();
|
|
int channels = image.getChannels();
|
|
|
|
int cropX_px = static_cast<int>(round(clampedRect.x * srcW));
|
|
int cropY_px = static_cast<int>(round(clampedRect.y * srcH));
|
|
int cropMaxX_px = static_cast<int>(round(clampedRect.z * srcW));
|
|
int cropMaxY_px = static_cast<int>(round(clampedRect.w * srcH));
|
|
|
|
int cropW_px = cropMaxX_px - cropX_px;
|
|
int cropH_px = cropMaxY_px - cropY_px;
|
|
|
|
if (cropW_px <= 0 || cropH_px <= 0)
|
|
{
|
|
fprintf(
|
|
stderr,
|
|
"ApplyCropToImage: Resulting crop size is zero or negative (%dx%d).\n",
|
|
cropW_px, cropH_px);
|
|
return false;
|
|
}
|
|
|
|
printf("Applying crop: Start=(%d,%d), Size=(%dx%d)\n", cropX_px, cropY_px,
|
|
cropW_px, cropH_px);
|
|
|
|
// Create new image for cropped data
|
|
AppImage croppedImage(cropW_px, cropH_px, channels);
|
|
if (croppedImage.isEmpty())
|
|
{
|
|
fprintf(stderr,
|
|
"ApplyCropToImage: Failed to allocate memory for cropped image.\n");
|
|
return false;
|
|
}
|
|
croppedImage.m_isLinear = image.isLinear(); // Preserve flags
|
|
croppedImage.m_colorSpaceName = image.getColorSpaceName();
|
|
// TODO: Copy metadata/ICC profile if needed? Cropping usually invalidates
|
|
// some metadata.
|
|
|
|
const float *srcData = image.getData();
|
|
float *dstData = croppedImage.getData();
|
|
|
|
// Copy pixel data row by row, channel by channel
|
|
for (int y_dst = 0; y_dst < cropH_px; ++y_dst)
|
|
{
|
|
int y_src = cropY_px + y_dst;
|
|
// Ensure source Y is valid (should be due to clamping/checks, but be safe)
|
|
if (y_src < 0 || y_src >= srcH)
|
|
continue;
|
|
|
|
// Calculate start pointers for source and destination rows
|
|
const float *srcRowStart =
|
|
srcData + (static_cast<size_t>(y_src) * srcW + cropX_px) * channels;
|
|
float *dstRowStart =
|
|
dstData + (static_cast<size_t>(y_dst) * cropW_px) * channels;
|
|
|
|
// Copy the entire row (width * channels floats)
|
|
std::memcpy(dstRowStart, srcRowStart,
|
|
static_cast<size_t>(cropW_px) * channels * sizeof(float));
|
|
}
|
|
|
|
// Replace the original image data with the cropped data
|
|
// Use std::move if AppImage supports move assignment for efficiency
|
|
image = std::move(croppedImage);
|
|
|
|
printf("Cropped image created successfully (%dx%d).\n", image.getWidth(),
|
|
image.getHeight());
|
|
return true;
|
|
}
|
|
|
|
void InitShaderOperations(const std::string &shaderBasePath)
|
|
{
|
|
// Clear existing (if any)
|
|
g_allOperations.clear();
|
|
g_pipeline.activeOperations
|
|
.clear(); // Also clear the active list in the pipeline
|
|
|
|
// --- Define Operations ---
|
|
// Use unique_ptr for automatic memory management
|
|
// Match uniform names to the GLSL shaders
|
|
|
|
auto whiteBalanceOp = std::make_unique<PipelineOperation>("White Balance");
|
|
whiteBalanceOp->shaderProgram =
|
|
LoadShaderProgramFromFiles(shaderBasePath + "passthrough.vert",
|
|
shaderBasePath + "white_balance.frag");
|
|
if (whiteBalanceOp->shaderProgram)
|
|
{
|
|
whiteBalanceOp->uniforms["temperatureValue"] = {"temperature"};
|
|
whiteBalanceOp->uniforms["tintValue"] = {"tint"};
|
|
whiteBalanceOp->temperatureVal = &temperature;
|
|
whiteBalanceOp->tintVal = ∭
|
|
whiteBalanceOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(whiteBalanceOp));
|
|
printf(" + Loaded White Balance\n");
|
|
}
|
|
else
|
|
printf(" - FAILED White Balance\n");
|
|
|
|
auto exposureOp = std::make_unique<PipelineOperation>("Exposure");
|
|
exposureOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "exposure.frag");
|
|
exposureOp->uniforms["exposureValue"] = {"exposureValue"};
|
|
exposureOp->exposureVal = &exposure; // Link to global slider variable
|
|
exposureOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(exposureOp));
|
|
|
|
auto contrastOp = std::make_unique<PipelineOperation>("Contrast");
|
|
contrastOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "contrast.frag");
|
|
if (contrastOp->shaderProgram)
|
|
{
|
|
contrastOp->uniforms["contrastValue"] = {"contrastValue"};
|
|
contrastOp->contrastVal = &contrast;
|
|
contrastOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(contrastOp));
|
|
printf(" + Loaded Contrast\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Contrast\n");
|
|
|
|
auto highlightsShadowsOp =
|
|
std::make_unique<PipelineOperation>("Highlights/Shadows");
|
|
highlightsShadowsOp->shaderProgram =
|
|
LoadShaderProgramFromFiles(shaderBasePath + "passthrough.vert",
|
|
shaderBasePath + "highlights_shadows.frag");
|
|
if (highlightsShadowsOp->shaderProgram)
|
|
{
|
|
highlightsShadowsOp->uniforms["highlightsValue"] = {"highlightsValue"};
|
|
highlightsShadowsOp->uniforms["shadowsValue"] = {"shadowsValue"};
|
|
highlightsShadowsOp->highlightsVal = &highlights;
|
|
highlightsShadowsOp->shadowsVal = &shadows;
|
|
highlightsShadowsOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(highlightsShadowsOp));
|
|
printf(" + Loaded Highlights/Shadows\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Highlights/Shadows\n");
|
|
|
|
auto whiteBlackOp = std::make_unique<PipelineOperation>("Whites/Blacks");
|
|
|
|
whiteBlackOp->shaderProgram =
|
|
LoadShaderProgramFromFiles(shaderBasePath + "passthrough.vert",
|
|
shaderBasePath + "whites_blacks.frag");
|
|
if (whiteBlackOp->shaderProgram)
|
|
{
|
|
whiteBlackOp->uniforms["whitesValue"] = {"whitesValue"};
|
|
whiteBlackOp->uniforms["blacksValue"] = {"blacksValue"};
|
|
whiteBlackOp->whitesVal = &whites;
|
|
whiteBlackOp->blacksVal = &blacks;
|
|
whiteBlackOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(whiteBlackOp));
|
|
printf(" + Loaded Whites/Blacks\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Whites/Blacks\n");
|
|
|
|
auto textureOp = std::make_unique<PipelineOperation>("Texture");
|
|
|
|
textureOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "texture.frag");
|
|
if (textureOp->shaderProgram)
|
|
{
|
|
textureOp->uniforms["textureValue"] = {"textureValue"};
|
|
textureOp->textureVal = &texture;
|
|
textureOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(textureOp));
|
|
printf(" + Loaded Texture\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Texture\n");
|
|
|
|
auto clarityOp = std::make_unique<PipelineOperation>("Clarity");
|
|
clarityOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "clarity.frag");
|
|
if (clarityOp->shaderProgram)
|
|
{
|
|
clarityOp->uniforms["clarityValue"] = {"clarityValue"};
|
|
clarityOp->clarityVal = &clarity;
|
|
clarityOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(clarityOp));
|
|
printf(" + Loaded Clarity\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Clarity\n");
|
|
|
|
auto dehazeOp = std::make_unique<PipelineOperation>("Dehaze");
|
|
dehazeOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "dehaze.frag");
|
|
if (dehazeOp->shaderProgram)
|
|
{
|
|
dehazeOp->uniforms["dehazeValue"] = {"dehazeValue"};
|
|
dehazeOp->dehazeVal = &dehaze;
|
|
dehazeOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(dehazeOp));
|
|
printf(" + Loaded Dehaze\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Dehaze\n");
|
|
|
|
auto saturationOp = std::make_unique<PipelineOperation>("Saturation");
|
|
saturationOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "saturation.frag");
|
|
if (saturationOp->shaderProgram)
|
|
{
|
|
saturationOp->uniforms["saturationValue"] = {"saturationValue"};
|
|
saturationOp->saturationVal = &saturation;
|
|
saturationOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(saturationOp));
|
|
printf(" + Loaded Saturation\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Saturation\n");
|
|
|
|
auto vibranceOp = std::make_unique<PipelineOperation>("Vibrance");
|
|
vibranceOp->shaderProgram = LoadShaderProgramFromFiles(
|
|
shaderBasePath + "passthrough.vert", shaderBasePath + "vibrance.frag");
|
|
if (vibranceOp->shaderProgram)
|
|
{
|
|
vibranceOp->uniforms["vibranceValue"] = {"vibranceValue"};
|
|
vibranceOp->vibranceVal = &vibrance;
|
|
vibranceOp->FindUniformLocations();
|
|
g_allOperations.push_back(std::move(vibranceOp));
|
|
printf(" + Loaded Vibrance\n");
|
|
}
|
|
else
|
|
printf(" - FAILED Vibrance\n");
|
|
|
|
g_pipeline.activeOperations.clear();
|
|
for (const auto &op_ptr : g_allOperations)
|
|
{
|
|
if (op_ptr)
|
|
{ // Make sure pointer is valid
|
|
g_pipeline.activeOperations.push_back(
|
|
*op_ptr); // Add a *copy* to the active list
|
|
// Re-find locations for the copy (or ensure copy constructor handles it)
|
|
g_pipeline.activeOperations.back().FindUniformLocations();
|
|
// Copy the pointers to the actual slider variables
|
|
g_pipeline.activeOperations.back().exposureVal = op_ptr->exposureVal;
|
|
g_pipeline.activeOperations.back().contrastVal = op_ptr->contrastVal;
|
|
g_pipeline.activeOperations.back().clarityVal = op_ptr->clarityVal;
|
|
g_pipeline.activeOperations.back().highlightsVal = op_ptr->highlightsVal;
|
|
g_pipeline.activeOperations.back().shadowsVal = op_ptr->shadowsVal;
|
|
g_pipeline.activeOperations.back().whitesVal = op_ptr->whitesVal;
|
|
g_pipeline.activeOperations.back().blacksVal = op_ptr->blacksVal;
|
|
g_pipeline.activeOperations.back().textureVal = op_ptr->textureVal;
|
|
g_pipeline.activeOperations.back().dehazeVal = op_ptr->dehazeVal;
|
|
g_pipeline.activeOperations.back().saturationVal = op_ptr->saturationVal;
|
|
g_pipeline.activeOperations.back().vibranceVal = op_ptr->vibranceVal;
|
|
g_pipeline.activeOperations.back().temperatureVal =
|
|
op_ptr->temperatureVal;
|
|
g_pipeline.activeOperations.back().tintVal = op_ptr->tintVal;
|
|
|
|
// Set initial enabled state if needed (e.g., all enabled by default)
|
|
g_pipeline.activeOperations.back().enabled = true;
|
|
}
|
|
}
|
|
printf("Initialized %zu possible operations. %zu added to default active "
|
|
"pipeline.\n",
|
|
g_allOperations.size(), g_pipeline.activeOperations.size());
|
|
}
|
|
|
|
// Add this function somewhere accessible, e.g., before main()
|
|
|
|
void ComputeHistogramGPU(GLuint inputTextureID, int width, int height)
|
|
{
|
|
if (!g_histogramResourcesInitialized || inputTextureID == 0 || width <= 0 ||
|
|
height <= 0)
|
|
{
|
|
// Clear CPU data if not computed
|
|
std::fill(g_histogramDataCPU.begin(), g_histogramDataCPU.end(), 0);
|
|
g_histogramMaxCount = 1;
|
|
printf("Histogram resources not initialized or invalid input. Skipping "
|
|
"computation.\n");
|
|
return;
|
|
}
|
|
|
|
// 1. Clear the SSBO buffer data to zeros
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_histogramSSBO);
|
|
// Using glBufferSubData might be marginally faster than glClearBufferData if
|
|
// driver optimizes zeroing static std::vector<unsigned int>
|
|
// zeros(HISTOGRAM_BUFFER_SIZE, 0); // Create once
|
|
// glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, HISTOGRAM_BUFFER_SIZE *
|
|
// sizeof(unsigned int), zeros.data()); Or use glClearBufferData (often
|
|
// recommended)
|
|
GLuint zero = 0;
|
|
glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER,
|
|
GL_UNSIGNED_INT, &zero);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); // Unbind
|
|
|
|
// 2. Bind resources and dispatch compute shader
|
|
glUseProgram(g_histogramComputeShader);
|
|
|
|
// Bind input texture as image unit 0 (read-only)
|
|
// IMPORTANT: Ensure the format matches the compute shader layout qualifier
|
|
// (e.g., rgba8) If textureToDisplay is RGBA16F, you'd use layout(rgba16f) in
|
|
// shader
|
|
glBindImageTexture(0, inputTextureID, 0, GL_FALSE, 0, GL_READ_ONLY,
|
|
GL_RGBA16); // Assuming display texture is RGBA8
|
|
|
|
// Bind SSBO to binding point 1
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, g_histogramSSBO);
|
|
|
|
// Calculate number of work groups
|
|
GLuint workGroupSizeX = 16; // Must match layout in shader
|
|
GLuint workGroupSizeY = 16;
|
|
GLuint numGroupsX = (width + workGroupSizeX - 1) / workGroupSizeX;
|
|
GLuint numGroupsY = (height + workGroupSizeY - 1) / workGroupSizeY;
|
|
|
|
// Dispatch the compute shader
|
|
glDispatchCompute(numGroupsX, numGroupsY, 1);
|
|
|
|
// 3. Synchronization: Ensure compute shader writes finish before CPU reads
|
|
// buffer Use a memory barrier on the SSBO writes
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
// Unbind resources (optional here, but good practice)
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
|
|
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA16);
|
|
glUseProgram(0);
|
|
|
|
// 4. Read histogram data back from SSBO to CPU vector
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, g_histogramSSBO);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0,
|
|
HISTOGRAM_BUFFER_SIZE * sizeof(unsigned int),
|
|
g_histogramDataCPU.data());
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); // Unbind
|
|
|
|
// 5. Find the maximum count for scaling the plot (optional, can be capped)
|
|
g_histogramMaxCount = 255; // Reset to 255 (prevents div by zero)
|
|
for (unsigned int count : g_histogramDataCPU)
|
|
{
|
|
if (count > g_histogramMaxCount)
|
|
{
|
|
g_histogramMaxCount = count;
|
|
}
|
|
}
|
|
// Optional: Cap max count to prevent extreme peaks from flattening the rest
|
|
// unsigned int capThreshold = (width * height) / 50; // e.g., cap at 2% of
|
|
// pixels g_histogramMaxCount = std::min(g_histogramMaxCount, capThreshold);
|
|
// if (g_histogramMaxCount == 0) g_histogramMaxCount = 1; // Ensure not zero
|
|
// after capping
|
|
|
|
GLenum err = glGetError();
|
|
if (err != GL_NO_ERROR)
|
|
{
|
|
fprintf(stderr, "OpenGL Error during histogram computation/readback: %u\n",
|
|
err);
|
|
// Optionally clear CPU data on error
|
|
std::fill(g_histogramDataCPU.begin(), g_histogramDataCPU.end(), 0);
|
|
g_histogramMaxCount = 1;
|
|
printf("Histogram computation failed. Data cleared.\n");
|
|
}
|
|
else
|
|
{
|
|
printf("Histogram computed. Max count: %u\n", g_histogramMaxCount);
|
|
}
|
|
}
|
|
|
|
// Add this function somewhere accessible, e.g., before main()
|
|
|
|
void DrawHistogramWidget(const char *widgetId, ImVec2 graphSize)
|
|
{
|
|
if (g_histogramDataCPU.empty() ||
|
|
g_histogramMaxCount <= 1)
|
|
{ // Check if data is valid
|
|
if (g_histogramDataCPU.empty())
|
|
{
|
|
ImGui::Text("Histogram data not initialized.");
|
|
}
|
|
else
|
|
{
|
|
ImGui::Text("Histogram data is empty or invalid.");
|
|
}
|
|
if (g_histogramMaxCount <= 1)
|
|
{
|
|
ImGui::Text("Histogram max count is invalid.");
|
|
}
|
|
ImGui::Text("Histogram data not available.");
|
|
return;
|
|
}
|
|
|
|
ImGui::PushID(widgetId); // Isolate widget IDs
|
|
|
|
ImDrawList *drawList = ImGui::GetWindowDrawList();
|
|
const ImVec2 widgetPos = ImGui::GetCursorScreenPos();
|
|
|
|
// Determine actual graph size (negative values mean use available space)
|
|
if (graphSize.x <= 0.0f)
|
|
graphSize.x = ImGui::GetContentRegionAvail().x;
|
|
if (graphSize.y <= 0.0f)
|
|
graphSize.y = 100.0f; // Default height
|
|
|
|
// Draw background for the histogram area (optional)
|
|
drawList->AddRectFilled(widgetPos, widgetPos + graphSize,
|
|
IM_COL32(30, 30, 30, 200));
|
|
|
|
// Calculate scaling factors
|
|
float barWidth = graphSize.x / float(NUM_HISTOGRAM_BINS);
|
|
float scaleY =
|
|
graphSize.y / float(g_histogramMaxCount); // Scale based on max count
|
|
|
|
// Define colors (with some transparency for overlap visibility)
|
|
const ImU32 colR = IM_COL32(255, 0, 0, 180);
|
|
const ImU32 colG = IM_COL32(0, 255, 0, 180);
|
|
const ImU32 colB = IM_COL32(0, 0, 255, 180);
|
|
|
|
// Draw the histogram bars (R, G, B)
|
|
for (int i = 0; i < NUM_HISTOGRAM_BINS; ++i)
|
|
{
|
|
// Get heights (clamped to graph size)
|
|
float hR = ImMin(float(g_histogramDataCPU[i]) * scaleY, graphSize.y);
|
|
float hG = ImMin(float(g_histogramDataCPU[i + NUM_HISTOGRAM_BINS]) * scaleY,
|
|
graphSize.y);
|
|
float hB =
|
|
ImMin(float(g_histogramDataCPU[i + NUM_HISTOGRAM_BINS * 2]) * scaleY,
|
|
graphSize.y);
|
|
|
|
// Calculate bar positions
|
|
float x0 = widgetPos.x + float(i) * barWidth;
|
|
float x1 = x0 + barWidth; // Use lines if bars are too thin, or thin rects
|
|
float yBase = widgetPos.y + graphSize.y; // Bottom of the graph
|
|
|
|
// Draw lines or thin rectangles (lines are often better for dense
|
|
// histograms) Overlap/Blend: Draw B, then G, then R so Red is most
|
|
// prominent? Or use alpha blending.
|
|
if (hB > 0)
|
|
drawList->AddLine(ImVec2(x0 + barWidth * 0.5f, yBase),
|
|
ImVec2(x0 + barWidth * 0.5f, yBase - hB), colB, 1.0f);
|
|
if (hG > 0)
|
|
drawList->AddLine(ImVec2(x0 + barWidth * 0.5f, yBase),
|
|
ImVec2(x0 + barWidth * 0.5f, yBase - hG), colG, 1.0f);
|
|
if (hR > 0)
|
|
drawList->AddLine(ImVec2(x0 + barWidth * 0.5f, yBase),
|
|
ImVec2(x0 + barWidth * 0.5f, yBase - hR), colR, 1.0f);
|
|
|
|
// --- Alternative: Rectangles (might overlap heavily) ---
|
|
// if (hB > 0) drawList->AddRectFilled(ImVec2(x0, yBase - hB), ImVec2(x1,
|
|
// yBase), colB); if (hG > 0) drawList->AddRectFilled(ImVec2(x0, yBase -
|
|
// hG), ImVec2(x1, yBase), colG); if (hR > 0)
|
|
// drawList->AddRectFilled(ImVec2(x0, yBase - hR), ImVec2(x1, yBase), colR);
|
|
}
|
|
|
|
// Draw border around the histogram area (optional)
|
|
drawList->AddRect(widgetPos, widgetPos + graphSize,
|
|
IM_COL32(150, 150, 150, 255));
|
|
|
|
// Advance cursor past the histogram widget area
|
|
ImGui::Dummy(graphSize);
|
|
|
|
ImGui::PopID(); // Restore ID stack
|
|
}
|
|
|
|
// Main code
|
|
int main(int, char **)
|
|
{
|
|
// Setup SDL
|
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
|
|
0)
|
|
{
|
|
printf("Error: %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
// Decide GL+GLSL versions
|
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
|
const char *glsl_version = "#version 100";
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
|
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
|
const char *glsl_version = "#version 300 es";
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
#elif defined(__APPLE__)
|
|
// GL 3.2 Core + GLSL 150
|
|
const char *glsl_version = "#version 150";
|
|
SDL_GL_SetAttribute(
|
|
SDL_GL_CONTEXT_FLAGS,
|
|
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
|
#else
|
|
// GL 3.0 + GLSL 130
|
|
const char *glsl_version = "#version 130";
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
#endif
|
|
|
|
// From 2.0.18: Enable native IME.
|
|
#ifdef SDL_HINT_IME_SHOW_UI
|
|
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
|
#endif
|
|
|
|
// Create window with graphics context
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
|
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
|
SDL_WindowFlags window_flags =
|
|
(SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
|
|
SDL_WINDOW_ALLOW_HIGHDPI);
|
|
SDL_Window *window =
|
|
SDL_CreateWindow("tedit", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
|
1280, 720, window_flags);
|
|
if (window == nullptr)
|
|
{
|
|
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
|
if (gl_context == nullptr)
|
|
{
|
|
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
SDL_GL_MakeCurrent(window, gl_context);
|
|
SDL_GL_SetSwapInterval(1); // Enable vsync
|
|
|
|
glewExperimental = GL_TRUE; // Needed for core profile
|
|
GLenum err = glewInit();
|
|
if (err != GLEW_OK)
|
|
{
|
|
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
|
|
return -1;
|
|
}
|
|
|
|
// Setup Dear ImGui context
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
(void)io;
|
|
io.ConfigFlags |=
|
|
ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
io.ConfigFlags |=
|
|
ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
|
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
|
// io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable
|
|
// Multi-Viewport / Platform Windows io.ConfigViewportsNoAutoMerge = true;
|
|
// io.ConfigViewportsNoTaskBarIcon = true;
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
// ImGui::StyleColorsLight();
|
|
|
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform
|
|
// windows can look identical to regular ones.
|
|
ImGuiStyle &style = ImGui::GetStyle();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
style.WindowRounding = 0.0f;
|
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
|
}
|
|
|
|
// Setup Platform/Renderer backends
|
|
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
|
|
|
// Our state
|
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
|
|
g_openFileDialog.SetTitle("Open Image File");
|
|
// Add common image formats and typical RAW formats
|
|
g_openFileDialog.SetTypeFilters({
|
|
".jpg", ".jpeg", ".png", ".tif", ".tiff", // Standard formats
|
|
".arw", ".cr2", ".cr3", ".nef", ".dng", ".orf", ".raf",
|
|
".rw2", // Common RAW
|
|
".*" // Allow any file as fallback
|
|
});
|
|
|
|
g_exportSaveFileDialog.SetTitle("Export Image As");
|
|
// Type filters for saving are less critical as we force the extension later,
|
|
// but can be helpful for user navigation. Let's set a default.
|
|
g_exportSaveFileDialog.SetTypeFilters({".jpg", ".png", ".tif"});
|
|
|
|
AppImage g_loadedImage; // Your loaded image data
|
|
bool g_imageIsLoaded = false;
|
|
g_processedTextureId = 0; // Initialize processed texture ID
|
|
printf("Initializing image processing pipeline...\n");
|
|
g_pipeline.Init("shaders/"); // Assuming shaders are in shaders/ subdir
|
|
|
|
ImGuiTexInspect::ImplOpenGL3_Init(); // Or DirectX 11 equivalent (check your
|
|
// chosen backend header file)
|
|
ImGuiTexInspect::Init();
|
|
ImGuiTexInspect::CreateContext();
|
|
|
|
InitShaderOperations("shaders/"); // Initialize shader operations
|
|
|
|
if (!InitHistogramResources("shaders/"))
|
|
{
|
|
// Handle error - maybe disable histogram feature
|
|
fprintf(stderr, "Histogram initialization failed, feature disabled.\n");
|
|
}
|
|
|
|
// Main loop
|
|
bool done = false;
|
|
#ifdef __EMSCRIPTEN__
|
|
// For an Emscripten build we are disabling file-system access, so let's not
|
|
// attempt to do a fopen() of the imgui.ini file. You may manually call
|
|
// LoadIniSettingsFromMemory() to load settings from your own storage.
|
|
io.IniFilename = nullptr;
|
|
EMSCRIPTEN_MAINLOOP_BEGIN
|
|
#else
|
|
while (!done)
|
|
#endif
|
|
{
|
|
// Poll and handle events (inputs, window resize, etc.)
|
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
|
|
// tell if dear imgui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to
|
|
// your main application, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
|
|
// data to your main application, or clear/overwrite your copy of the
|
|
// keyboard data. Generally you may always pass all inputs to dear imgui,
|
|
// and hide them from your application based on those two flags.
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
ImGui_ImplSDL2_ProcessEvent(&event);
|
|
if (event.type == SDL_QUIT)
|
|
done = true;
|
|
if (event.type == SDL_WINDOWEVENT &&
|
|
event.window.event == SDL_WINDOWEVENT_CLOSE &&
|
|
event.window.windowID == SDL_GetWindowID(window))
|
|
done = true;
|
|
}
|
|
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
|
{
|
|
SDL_Delay(10);
|
|
continue;
|
|
}
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplOpenGL3_NewFrame();
|
|
ImGui_ImplSDL2_NewFrame();
|
|
ImGui::NewFrame();
|
|
|
|
GLuint textureToDisplay = 0; // Use a local var for clarity
|
|
GLuint textureToSave = 0; // Texture ID holding final linear data for saving
|
|
if (g_imageIsLoaded && g_loadedImage.m_textureId != 0)
|
|
{
|
|
// Update pipeline's knowledge of color spaces (might trigger MarkDirty inside if they change)
|
|
// Ideally, check if they *actually* changed before marking dirty.
|
|
if (g_pipeline.inputColorSpace != g_inputColorSpace)
|
|
{
|
|
g_pipeline.inputColorSpace = g_inputColorSpace;
|
|
g_pipeline.MarkDirty();
|
|
}
|
|
if (g_pipeline.outputColorSpace != g_outputColorSpace)
|
|
{
|
|
g_pipeline.outputColorSpace = g_outputColorSpace;
|
|
g_pipeline.MarkDirty();
|
|
}
|
|
bool recomputeHisto = false;
|
|
|
|
if (g_pipeline.IsDirty())
|
|
{
|
|
recomputeHisto = true;
|
|
}
|
|
|
|
// Get potentially cached textures
|
|
textureToDisplay = g_pipeline.GetProcessedTexture(
|
|
g_loadedImage.m_textureId,
|
|
g_loadedImage.getWidth(),
|
|
g_loadedImage.getHeight(),
|
|
true // Request texture suitable for display (potentially sRGB)
|
|
);
|
|
|
|
textureToSave = g_pipeline.GetProcessedTexture(
|
|
g_loadedImage.m_textureId,
|
|
g_loadedImage.getWidth(),
|
|
g_loadedImage.getHeight(),
|
|
false // Request texture suitable for saving (linear)
|
|
);
|
|
|
|
// Update histogram only if the display texture is valid
|
|
if (recomputeHisto && textureToDisplay != 0)
|
|
{
|
|
// Optional optimization: Only compute histogram if pipeline was dirty this frame?
|
|
// Or maybe compute less frequently? For now, compute if texture is valid.
|
|
ComputeHistogramGPU(textureToDisplay, g_loadedImage.getWidth(), g_loadedImage.getHeight());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
textureToDisplay = 0;
|
|
textureToSave = 0;
|
|
// Ensure pipeline cache is cleared if no image is loaded
|
|
g_pipeline.GetProcessedTexture(0, 0, 0, true); // Call with invalid input clears cache
|
|
// Clear histogram data if no image loaded
|
|
std::fill(g_histogramDataCPU.begin(), g_histogramDataCPU.end(), 0);
|
|
g_histogramMaxCount = 1;
|
|
}
|
|
|
|
// --- Menu Bar ---
|
|
if (ImGui::BeginMainMenuBar())
|
|
{
|
|
if (ImGui::BeginMenu("File"))
|
|
{
|
|
if (ImGui::MenuItem("Open...", "Ctrl+O"))
|
|
{
|
|
g_openFileDialog.Open();
|
|
}
|
|
// Disable Export if no image is loaded
|
|
if (ImGui::MenuItem("Export...", "Ctrl+E", false, g_imageIsLoaded))
|
|
{
|
|
g_exportErrorMsg = ""; // Clear previous errors
|
|
g_showExportWindow = true; // <<< Set the flag to show the window
|
|
}
|
|
ImGui::Separator();
|
|
if (ImGui::MenuItem("Exit"))
|
|
{
|
|
done = true; // Simple exit for now
|
|
}
|
|
ImGui::EndMenu();
|
|
}
|
|
// ... other menus ...
|
|
ImGui::EndMainMenuBar();
|
|
}
|
|
|
|
// --- File Dialog Display & Handling ---
|
|
g_openFileDialog.Display();
|
|
g_exportSaveFileDialog.Display();
|
|
|
|
if (g_openFileDialog.HasSelected())
|
|
{
|
|
std::string selectedPath = g_openFileDialog.GetSelected().string();
|
|
g_openFileDialog.ClearSelected();
|
|
printf("Opening file: %s\n", selectedPath.c_str());
|
|
|
|
// --- Load the selected image ---
|
|
std::optional<AppImage> imgOpt = loadImage(selectedPath);
|
|
if (imgOpt)
|
|
{
|
|
// If an image was already loaded, clean up its texture first
|
|
if (g_loadedImage.m_textureId != 0)
|
|
{
|
|
glDeleteTextures(1, &g_loadedImage.m_textureId);
|
|
g_loadedImage.m_textureId = 0;
|
|
}
|
|
// Clean up pipeline resources (FBOs/Textures) before loading new
|
|
// texture
|
|
g_pipeline.ResetResources(); // <<< NEED TO ADD THIS METHOD
|
|
|
|
g_loadedImage = std::move(*imgOpt);
|
|
printf("Image loaded (%dx%d, %d channels, Linear:%s)\n",
|
|
g_loadedImage.getWidth(), g_loadedImage.getHeight(),
|
|
g_loadedImage.getChannels(),
|
|
g_loadedImage.isLinear() ? "Yes" : "No");
|
|
|
|
if (loadImageTexture(g_loadedImage))
|
|
{
|
|
g_imageIsLoaded = true;
|
|
g_currentFilePath = selectedPath; // Store path
|
|
printf("Float texture created successfully (ID: %u).\n",
|
|
g_loadedImage.m_textureId);
|
|
// Maybe reset sliders/pipeline state? Optional.
|
|
}
|
|
else
|
|
{
|
|
g_imageIsLoaded = false;
|
|
g_currentFilePath = "";
|
|
fprintf(stderr, "Failed to load image into GL texture.\n");
|
|
// TODO: Show error to user (e.g., modal popup)
|
|
}
|
|
}
|
|
else
|
|
{
|
|
g_imageIsLoaded = false;
|
|
g_currentFilePath = "";
|
|
fprintf(stderr, "Failed to load image file: %s\n",
|
|
selectedPath.c_str());
|
|
// TODO: Show error to user
|
|
}
|
|
}
|
|
|
|
if (g_showExportWindow) // <<< Only attempt to draw if flag is true
|
|
{
|
|
// Optional: Center the window the first time it appears
|
|
ImGui::SetNextWindowSize(ImVec2(400, 0),
|
|
ImGuiCond_Appearing); // Auto-height
|
|
ImVec2 center = ImGui::GetMainViewport()->GetCenter();
|
|
ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
|
|
|
|
// Begin a standard window. Pass &g_showExportWindow to enable the 'X'
|
|
// button.
|
|
if (ImGui::Begin("Export Settings", &g_showExportWindow,
|
|
ImGuiWindowFlags_AlwaysAutoResize))
|
|
{
|
|
ImGui::Text("Choose Export Format and Settings:");
|
|
ImGui::Separator();
|
|
|
|
// --- Format Selection ---
|
|
ImGui::Text("Format:");
|
|
ImGui::SameLine();
|
|
// ... (Combo box logic for g_exportFormat remains the same) ...
|
|
const char *formats[] = {"JPEG", "PNG (8-bit)", "PNG (16-bit)",
|
|
"TIFF (8-bit)", "TIFF (16-bit)"};
|
|
int currentFormatIndex = 0;
|
|
switch (g_exportFormat)
|
|
{ /* ... map g_exportFormat to index ... */
|
|
}
|
|
if (ImGui::Combo("##ExportFormat", ¤tFormatIndex, formats,
|
|
IM_ARRAYSIZE(formats)))
|
|
{
|
|
switch (currentFormatIndex)
|
|
{ /* ... map index back to g_exportFormat
|
|
... */
|
|
}
|
|
g_exportErrorMsg = "";
|
|
}
|
|
|
|
// --- Format Specific Options ---
|
|
if (g_exportFormat == ImageSaveFormat::JPEG)
|
|
{
|
|
ImGui::SliderInt("Quality", &g_exportQuality, 1, 100);
|
|
}
|
|
else
|
|
{
|
|
ImGui::Dummy(ImVec2(
|
|
0.0f,
|
|
ImGui::GetFrameHeightWithSpacing())); // Keep consistent height
|
|
}
|
|
ImGui::Separator();
|
|
|
|
// --- Display Error Messages ---
|
|
if (!g_exportErrorMsg.empty())
|
|
{
|
|
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.2f, 0.2f, 1.0f));
|
|
ImGui::TextWrapped("Error: %s", g_exportErrorMsg.c_str());
|
|
ImGui::PopStyleColor();
|
|
ImGui::Separator();
|
|
}
|
|
|
|
// --- Action Buttons ---
|
|
if (ImGui::Button("Save As...", ImVec2(120, 0)))
|
|
{
|
|
// ... (Logic to set default name/path and call
|
|
// g_exportSaveFileDialog.Open() remains the same) ...
|
|
std::filesystem::path currentPath(g_currentFilePath);
|
|
std::string defaultName = currentPath.stem().string() + "_edited";
|
|
g_exportSaveFileDialog.SetPwd(currentPath.parent_path());
|
|
// g_exportSaveFileDialog.SetInputName(defaultName); // If supported
|
|
g_exportSaveFileDialog.Open();
|
|
}
|
|
ImGui::SameLine();
|
|
// No need for an explicit Cancel button if the 'X' works, but can keep
|
|
// it:
|
|
if (ImGui::Button("Cancel", ImVec2(120, 0)))
|
|
{
|
|
g_showExportWindow = false; // Close the window by setting the flag
|
|
}
|
|
|
|
} // Matches ImGui::Begin("Export Settings",...)
|
|
ImGui::End(); // IMPORTANT: Always call End() for Begin()
|
|
|
|
} // End of if(g_showExportWindow)
|
|
|
|
// --- Handle Export Save Dialog Selection ---
|
|
if (g_exportSaveFileDialog.HasSelected())
|
|
{
|
|
// ... (Your existing logic to get path, correct extension) ...
|
|
std::filesystem::path savePathFs = g_exportSaveFileDialog.GetSelected();
|
|
g_exportSaveFileDialog.ClearSelected();
|
|
std::string savePath = savePathFs.string();
|
|
// ... (Ensure/correct extension logic) ...
|
|
|
|
// --- Get Processed Image Data & Save ---
|
|
printf("Attempting to save to: %s\n", savePath.c_str());
|
|
g_exportErrorMsg = "";
|
|
|
|
if (textureToSave != 0)
|
|
{
|
|
AppImage exportImageRGBA; // Name it clearly - it holds RGBA data
|
|
printf("Reading back texture ID %u for saving...\n", textureToSave);
|
|
if (ReadTextureToAppImage(textureToSave, g_loadedImage.getWidth(),
|
|
g_loadedImage.getHeight(), exportImageRGBA))
|
|
{
|
|
printf("Texture readback successful, saving...\n");
|
|
// <<< --- ADD CONVERSION LOGIC HERE --- >>>
|
|
bool saveResult = false;
|
|
if (g_exportFormat == ImageSaveFormat::JPEG)
|
|
{
|
|
// JPEG cannot handle 4 channels, convert to 3 (RGB)
|
|
if (exportImageRGBA.getChannels() == 4)
|
|
{
|
|
printf("JPEG selected: Converting 4-channel RGBA to 3-channel "
|
|
"RGB...\n");
|
|
AppImage exportImageRGB(exportImageRGBA.getWidth(),
|
|
exportImageRGBA.getHeight(), 3);
|
|
// Check allocation success? (Should be fine if RGBA worked)
|
|
|
|
const float *rgbaData = exportImageRGBA.getData();
|
|
float *rgbData = exportImageRGB.getData();
|
|
size_t numPixels =
|
|
exportImageRGBA.getWidth() * exportImageRGBA.getHeight();
|
|
|
|
for (size_t i = 0; i < numPixels; ++i)
|
|
{
|
|
// Copy R, G, B; discard A
|
|
rgbData[i * 3 + 0] = rgbaData[i * 4 + 0]; // R
|
|
rgbData[i * 3 + 1] = rgbaData[i * 4 + 1]; // G
|
|
rgbData[i * 3 + 2] = rgbaData[i * 4 + 2]; // B
|
|
}
|
|
exportImageRGB.m_isLinear =
|
|
exportImageRGBA.isLinear(); // Preserve linearity flag
|
|
exportImageRGB.m_colorSpaceName =
|
|
exportImageRGBA
|
|
.getColorSpaceName(); // Preserve colorspace info
|
|
|
|
printf("Conversion complete, saving RGB data...\n");
|
|
saveResult = saveImage(exportImageRGB, savePath, g_exportFormat,
|
|
g_exportQuality);
|
|
}
|
|
else
|
|
{
|
|
// Source wasn't 4 channels? Unexpected, but save it directly.
|
|
printf("Warning: Expected 4 channels for JPEG conversion, got "
|
|
"%d. Saving directly...\n",
|
|
exportImageRGBA.getChannels());
|
|
saveResult = saveImage(exportImageRGBA, savePath, g_exportFormat,
|
|
g_exportQuality);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Format is PNG or TIFF, which should handle 4 channels (or 1/3)
|
|
printf("Saving image with original channels (%d) for PNG/TIFF...\n",
|
|
exportImageRGBA.getChannels());
|
|
saveResult = saveImage(exportImageRGBA, savePath, g_exportFormat,
|
|
g_exportQuality);
|
|
}
|
|
// <<< --- END CONVERSION LOGIC --- >>>
|
|
if (saveResult)
|
|
{
|
|
printf("Image saved successfully!\n");
|
|
g_showExportWindow =
|
|
false; // <<< Close the settings window on success
|
|
}
|
|
else
|
|
{
|
|
fprintf(stderr, "Failed to save image.\n");
|
|
g_exportErrorMsg = "Failed to save image data to file.";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fprintf(stderr, "Failed to read back texture data from GPU.\n");
|
|
g_exportErrorMsg = "Failed to read processed image data from GPU.";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fprintf(stderr, "Cannot save: Invalid processed texture ID.\n");
|
|
g_exportErrorMsg = "No valid processed image data available to save.";
|
|
}
|
|
}
|
|
|
|
static bool use_dockspace = true;
|
|
if (use_dockspace)
|
|
{
|
|
ImGuiViewport *viewport = ImGui::GetMainViewport();
|
|
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
|
|
|
|
// Use DockSpaceOverViewport instead of creating a manual window
|
|
// Set the viewport size for the dockspace node. This is important.
|
|
ImGui::SetNextWindowPos(viewport->WorkPos);
|
|
ImGui::SetNextWindowSize(viewport->WorkSize);
|
|
ImGui::SetNextWindowViewport(viewport->ID);
|
|
|
|
// Use PassthruCentralNode to make the central node background transparent
|
|
// so the ImGui default background shows until a window is docked there.
|
|
ImGuiDockNodeFlags dockspace_flags =
|
|
ImGuiDockNodeFlags_PassthruCentralNode;
|
|
|
|
// We wrap the DockSpace call in a window that doesn't really draw
|
|
// anything itself, but is required by the DockBuilder mechanism to target
|
|
// the space. Make it borderless, no title, etc.
|
|
ImGuiWindowFlags host_window_flags = 0;
|
|
host_window_flags |= ImGuiWindowFlags_NoTitleBar |
|
|
ImGuiWindowFlags_NoCollapse |
|
|
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
|
|
host_window_flags |=
|
|
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
|
|
host_window_flags |=
|
|
ImGuiWindowFlags_NoBackground; // Make the host window transparent
|
|
|
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
|
|
ImGui::Begin("DockSpaceWindowHost", nullptr,
|
|
host_window_flags); // No bool* needed
|
|
ImGui::PopStyleVar(3);
|
|
|
|
// Create the actual dockspace area.
|
|
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
|
|
|
|
ImGui::End(); // End the transparent host window
|
|
|
|
// --- DockBuilder setup (runs once) ---
|
|
// This logic remains the same, targeting the dockspace_id
|
|
// Use DockBuilderGetNode()->IsEmpty() as a robust check for first time
|
|
// setup or reset.
|
|
ImGuiDockNode *centralNode = ImGui::DockBuilderGetNode(dockspace_id);
|
|
if (centralNode == nullptr || centralNode->IsEmpty())
|
|
{
|
|
printf("DockBuilder: Setting up initial layout for DockID %u\n",
|
|
dockspace_id);
|
|
ImGui::DockBuilderRemoveNode(
|
|
dockspace_id); // Clear out any previous state
|
|
ImGui::DockBuilderAddNode(dockspace_id, ImGuiDockNodeFlags_DockSpace);
|
|
ImGui::DockBuilderSetNodeSize(
|
|
dockspace_id, viewport->Size); // Set the size for the root node
|
|
|
|
ImGuiID dock_main_id =
|
|
dockspace_id; // This is the ID of the node just added
|
|
ImGuiID dock_right_id, dock_left_id, dock_center_id;
|
|
|
|
// Split right first (Edit Panel)
|
|
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Right, 0.25f,
|
|
&dock_right_id, &dock_main_id);
|
|
// Then split left from the remaining main area (Exif Panel)
|
|
ImGui::DockBuilderSplitNode(
|
|
dock_main_id, ImGuiDir_Left, 0.25f, &dock_left_id,
|
|
&dock_center_id); // dock_center_id is the final remaining central
|
|
// node
|
|
|
|
// Dock the windows into the nodes
|
|
ImGui::DockBuilderDockWindow("Image Exif", dock_left_id);
|
|
ImGui::DockBuilderDockWindow("Edit Image", dock_right_id);
|
|
ImGui::DockBuilderDockWindow(
|
|
"Image View", dock_center_id); // Dock image view into the center
|
|
|
|
ImGui::DockBuilderFinish(dockspace_id);
|
|
printf("DockBuilder: Layout finished.\n");
|
|
}
|
|
// --- End DockBuilder setup ---
|
|
|
|
// --- Now Begin the actual windows that get docked ---
|
|
// These calls are now *outside* any manual container window.
|
|
// They will find their place in the dockspace based on the DockBuilder
|
|
// setup or user interaction.
|
|
|
|
// "Image View" window
|
|
ImGui::Begin("Image View");
|
|
// Display the texture that HAS the output conversion applied
|
|
ImVec2 imageWidgetTopLeftScreen =
|
|
ImGui::GetCursorScreenPos(); // Position BEFORE the inspector panel
|
|
ImVec2 availableContentSize =
|
|
ImGui::GetContentRegionAvail(); // Size available FOR the inspector
|
|
// panel
|
|
|
|
GLuint displayTexId = textureToDisplay; // Use the display texture ID
|
|
if (displayTexId != 0)
|
|
{
|
|
// Assume ImGuiTexInspect fills available space. This might need
|
|
// adjustment.
|
|
ImVec2 displaySize = availableContentSize;
|
|
float displayAspect = displaySize.x / displaySize.y;
|
|
float imageAspect =
|
|
float(g_loadedImage.getWidth()) / float(g_loadedImage.getHeight());
|
|
|
|
ImVec2 imageDisplaySize; // Actual size the image occupies on screen
|
|
// (letterboxed/pillarboxed)
|
|
ImVec2 imageDisplayOffset =
|
|
ImVec2(0, 0); // Offset within the widget area due to letterboxing
|
|
|
|
if (displayAspect > imageAspect)
|
|
{ // Display is wider than image ->
|
|
// letterbox (bars top/bottom)
|
|
imageDisplaySize.y = displaySize.y;
|
|
imageDisplaySize.x = imageDisplaySize.y * imageAspect;
|
|
imageDisplayOffset.x = (displaySize.x - imageDisplaySize.x) * 0.5f;
|
|
}
|
|
else
|
|
{ // Display is taller than image (or same aspect) -> pillarbox
|
|
// (bars left/right)
|
|
imageDisplaySize.x = displaySize.x;
|
|
imageDisplaySize.y = imageDisplaySize.x / imageAspect;
|
|
imageDisplayOffset.y = (displaySize.y - imageDisplaySize.y) * 0.5f;
|
|
}
|
|
|
|
ImVec2 imageTopLeftScreen =
|
|
imageWidgetTopLeftScreen + imageDisplayOffset;
|
|
ImVec2 imageBottomRightScreen = imageTopLeftScreen + imageDisplaySize;
|
|
// Use textureToDisplay here
|
|
ImGuiTexInspect::BeginInspectorPanel(
|
|
"Image Inspector", (ImTextureID)(intptr_t)displayTexId,
|
|
ImVec2(g_loadedImage.m_width, g_loadedImage.m_height),
|
|
ImGuiTexInspect::InspectorFlags_NoTooltip |
|
|
ImGuiTexInspect::InspectorFlags_NoGrid |
|
|
ImGuiTexInspect::InspectorFlags_NoForceFilterNearest,
|
|
ImGuiTexInspect::SizeIncludingBorder(availableContentSize));
|
|
ImGuiTexInspect::EndInspectorPanel();
|
|
|
|
// --- Draw Crop Overlay If Active ---
|
|
if (g_cropActive && g_imageIsLoaded)
|
|
{
|
|
|
|
ImDrawList *drawList = ImGui::GetForegroundDrawList();
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
ImVec2 mousePos = io.MousePos;
|
|
|
|
// Calculate screen coords of the current crop rectangle
|
|
ImVec2 cropMinScreen =
|
|
imageTopLeftScreen +
|
|
ImVec2(g_cropRectNorm.x, g_cropRectNorm.y) * imageDisplaySize;
|
|
ImVec2 cropMaxScreen =
|
|
imageTopLeftScreen +
|
|
ImVec2(g_cropRectNorm.z, g_cropRectNorm.w) * imageDisplaySize;
|
|
ImVec2 cropSizeScreen = cropMaxScreen - cropMinScreen;
|
|
|
|
// Define handle size and interaction margin
|
|
float handleScreenSize = 8.0f;
|
|
float handleInteractionMargin =
|
|
handleScreenSize * 1.5f; // Larger click area
|
|
ImU32 colRect = IM_COL32(255, 255, 255, 200); // White rectangle
|
|
ImU32 colHandle = IM_COL32(255, 255, 255, 255); // Solid white handle
|
|
ImU32 colGrid = IM_COL32(200, 200, 200, 100); // Faint grid lines
|
|
ImU32 colHover = IM_COL32(255, 255, 0, 255); // Yellow highlight
|
|
|
|
// --- Define Handle Positions (screen coordinates) ---
|
|
// Corners
|
|
ImVec2 tl = cropMinScreen;
|
|
ImVec2 tr = ImVec2(cropMaxScreen.x, cropMinScreen.y);
|
|
ImVec2 bl = ImVec2(cropMinScreen.x, cropMaxScreen.y);
|
|
ImVec2 br = cropMaxScreen;
|
|
// Mid-edges
|
|
ImVec2 tm = ImVec2((tl.x + tr.x) * 0.5f, tl.y);
|
|
ImVec2 bm = ImVec2((bl.x + br.x) * 0.5f, bl.y);
|
|
ImVec2 lm = ImVec2(tl.x, (tl.y + bl.y) * 0.5f);
|
|
ImVec2 rm = ImVec2(tr.x, (tr.y + br.y) * 0.5f);
|
|
|
|
// Handle definitions for hit testing and drawing
|
|
struct HandleDef
|
|
{
|
|
CropHandle id;
|
|
ImVec2 pos;
|
|
};
|
|
HandleDef handles[] = {
|
|
{CropHandle::TOP_LEFT, tl}, {CropHandle::TOP_RIGHT, tr}, {CropHandle::BOTTOM_LEFT, bl}, {CropHandle::BOTTOM_RIGHT, br}, {CropHandle::TOP, tm}, {CropHandle::BOTTOM, bm}, {CropHandle::LEFT, lm}, {CropHandle::RIGHT, rm}};
|
|
|
|
// --- Interaction Handling ---
|
|
bool isHoveringAnyHandle = false;
|
|
CropHandle hoveredHandle = CropHandle::NONE;
|
|
|
|
// Only interact if window is hovered
|
|
if (ImGui::
|
|
IsWindowHovered()) // ImGuiHoveredFlags_AllowWhenBlockedByActiveItem
|
|
// might also be needed
|
|
{
|
|
// Check handles first (higher priority than inside rect)
|
|
for (const auto &h : handles)
|
|
{
|
|
ImRect handleRect(h.pos - ImVec2(handleInteractionMargin,
|
|
handleInteractionMargin),
|
|
h.pos + ImVec2(handleInteractionMargin,
|
|
handleInteractionMargin));
|
|
if (handleRect.Contains(mousePos))
|
|
{
|
|
hoveredHandle = h.id;
|
|
isHoveringAnyHandle = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Check inside rect if no handle hovered
|
|
ImRect insideRect(cropMinScreen, cropMaxScreen);
|
|
if (!isHoveringAnyHandle && insideRect.Contains(mousePos))
|
|
{
|
|
hoveredHandle = CropHandle::INSIDE;
|
|
}
|
|
|
|
// Mouse Down: Start dragging
|
|
if (hoveredHandle != CropHandle::NONE &&
|
|
ImGui::IsMouseClicked(ImGuiMouseButton_Left))
|
|
{
|
|
g_activeCropHandle = hoveredHandle;
|
|
g_isDraggingCrop = true;
|
|
g_dragStartMousePos = mousePos;
|
|
g_cropRectNormInitial =
|
|
g_cropRectNorm; // Store state at drag start
|
|
printf("Started dragging handle: %d\n", (int)g_activeCropHandle);
|
|
}
|
|
} // End IsWindowHovered check
|
|
|
|
// Mouse Drag: Update crop rectangle
|
|
if (g_isDraggingCrop &&
|
|
ImGui::IsMouseDragging(ImGuiMouseButton_Left))
|
|
{
|
|
ImVec2 mouseDeltaScreen = mousePos - g_dragStartMousePos;
|
|
// Convert delta to normalized image coordinates
|
|
ImVec2 mouseDeltaNorm = ImVec2(0, 0);
|
|
if (imageDisplaySize.x > 1e-3 &&
|
|
imageDisplaySize.y > 1e-3)
|
|
{ // Avoid division by zero
|
|
mouseDeltaNorm = mouseDeltaScreen / imageDisplaySize;
|
|
}
|
|
|
|
// Update g_cropRectNorm based on handle and delta
|
|
// Store temporary rect to apply constraints later
|
|
ImVec4 tempRect =
|
|
g_cropRectNormInitial; // Work from initial state + delta
|
|
|
|
// --- Update Logic (Needs Aspect Ratio Constraint Integration) ---
|
|
// [This part is complex - Simplified version below]
|
|
UpdateCropRect(tempRect, g_activeCropHandle, mouseDeltaNorm,
|
|
g_cropAspectRatio);
|
|
|
|
// Clamp final rect to 0-1 range and ensure min < max
|
|
tempRect.x = ImClamp(tempRect.x, 0.0f, 1.0f);
|
|
tempRect.y = ImClamp(tempRect.y, 0.0f, 1.0f);
|
|
tempRect.z = ImClamp(tempRect.z, 0.0f, 1.0f);
|
|
tempRect.w = ImClamp(tempRect.w, 0.0f, 1.0f);
|
|
if (tempRect.x > tempRect.z)
|
|
ImSwap(tempRect.x, tempRect.z);
|
|
if (tempRect.y > tempRect.w)
|
|
ImSwap(tempRect.y, tempRect.w);
|
|
// Prevent zero size rect? (Optional)
|
|
// float minSizeNorm = 0.01f; // e.g., 1% minimum size
|
|
// if (tempRect.z - tempRect.x < minSizeNorm) tempRect.z =
|
|
// tempRect.x + minSizeNorm; if (tempRect.w - tempRect.y <
|
|
// minSizeNorm) tempRect.w = tempRect.y + minSizeNorm;
|
|
|
|
g_cropRectNorm = tempRect; // Update the actual state
|
|
}
|
|
else if (g_isDraggingCrop &&
|
|
ImGui::IsMouseReleased(ImGuiMouseButton_Left))
|
|
{
|
|
// Mouse Release: Stop dragging
|
|
g_isDraggingCrop = false;
|
|
g_activeCropHandle = CropHandle::NONE;
|
|
printf("Stopped dragging crop.\n");
|
|
}
|
|
|
|
// --- Drawing ---
|
|
// Dimming overlay (optional) - Draw 4 rects outside the crop area
|
|
drawList->AddRectFilled(
|
|
imageTopLeftScreen,
|
|
ImVec2(cropMinScreen.x, imageBottomRightScreen.y),
|
|
IM_COL32(0, 0, 0, 100)); // Left
|
|
drawList->AddRectFilled(ImVec2(cropMaxScreen.x, imageTopLeftScreen.y),
|
|
imageBottomRightScreen,
|
|
IM_COL32(0, 0, 0, 100)); // Right
|
|
drawList->AddRectFilled(ImVec2(cropMinScreen.x, imageTopLeftScreen.y),
|
|
ImVec2(cropMaxScreen.x, cropMinScreen.y),
|
|
IM_COL32(0, 0, 0, 100)); // Top
|
|
drawList->AddRectFilled(
|
|
ImVec2(cropMinScreen.x, cropMaxScreen.y),
|
|
ImVec2(cropMaxScreen.x, imageBottomRightScreen.y),
|
|
IM_COL32(0, 0, 0, 100)); // Bottom
|
|
|
|
// Draw crop rectangle outline
|
|
drawList->AddRect(cropMinScreen, cropMaxScreen, colRect, 0.0f, 0,
|
|
1.5f);
|
|
|
|
// Draw grid lines (simple 3x3 grid)
|
|
float thirdW = cropSizeScreen.x / 3.0f;
|
|
float thirdH = cropSizeScreen.y / 3.0f;
|
|
drawList->AddLine(ImVec2(cropMinScreen.x + thirdW, cropMinScreen.y),
|
|
ImVec2(cropMinScreen.x + thirdW, cropMaxScreen.y),
|
|
colGrid, 1.0f);
|
|
drawList->AddLine(
|
|
ImVec2(cropMinScreen.x + thirdW * 2, cropMinScreen.y),
|
|
ImVec2(cropMinScreen.x + thirdW * 2, cropMaxScreen.y), colGrid,
|
|
1.0f);
|
|
drawList->AddLine(ImVec2(cropMinScreen.x, cropMinScreen.y + thirdH),
|
|
ImVec2(cropMaxScreen.x, cropMinScreen.y + thirdH),
|
|
colGrid, 1.0f);
|
|
drawList->AddLine(
|
|
ImVec2(cropMinScreen.x, cropMinScreen.y + thirdH * 2),
|
|
ImVec2(cropMaxScreen.x, cropMinScreen.y + thirdH * 2), colGrid,
|
|
1.0f);
|
|
|
|
// Draw handles
|
|
for (const auto &h : handles)
|
|
{
|
|
bool isHovered = (h.id == hoveredHandle);
|
|
bool isActive = (h.id == g_activeCropHandle);
|
|
drawList->AddRectFilled(
|
|
h.pos - ImVec2(handleScreenSize / 2, handleScreenSize / 2),
|
|
h.pos + ImVec2(handleScreenSize / 2, handleScreenSize / 2),
|
|
(isHovered || isActive) ? colHover : colHandle);
|
|
}
|
|
} // End if(g_cropActive)
|
|
}
|
|
else
|
|
{
|
|
// Show placeholder text if no image is loaded
|
|
ImVec2 winSize = ImGui::GetWindowSize();
|
|
ImVec2 textSize = ImGui::CalcTextSize("No Image Loaded");
|
|
ImGui::SetCursorPos(ImVec2((winSize.x - textSize.x) * 0.5f,
|
|
(winSize.y - textSize.y) * 0.5f));
|
|
ImGui::Text("No Image Loaded. File -> Open... to load an image");
|
|
std::fill(g_histogramDataCPU.begin(), g_histogramDataCPU.end(), 0);
|
|
g_histogramMaxCount = 1;
|
|
// Or maybe: "File -> Open... to load an image"
|
|
}
|
|
ImGui::End(); // End Image View
|
|
|
|
// "Image Exif" window
|
|
ImGui::Begin("Image Exif");
|
|
if (g_imageIsLoaded)
|
|
{
|
|
ImGui::Text("Image Width: %d", g_loadedImage.m_width);
|
|
ImGui::Text("Image Height: %d", g_loadedImage.m_height);
|
|
ImGui::Text("Image Loaded: %s", g_imageIsLoaded ? "Yes" : "No");
|
|
ImGui::Text("Image Channels: %d", g_loadedImage.m_channels);
|
|
ImGui::Text("Image Color Space: %s",
|
|
g_loadedImage.m_colorSpaceName.c_str());
|
|
ImGui::Text("Image ICC Profile Size: %zu bytes",
|
|
g_loadedImage.m_iccProfile.size());
|
|
ImGui::Text("Image Metadata Size: %zu bytes",
|
|
g_loadedImage.m_metadata.size());
|
|
ImGui::Separator();
|
|
ImGui::Text("Image Metadata: ");
|
|
for (const auto &entry : g_loadedImage.m_metadata)
|
|
{
|
|
ImGui::Text("%s: %s", entry.first.c_str(), entry.second.c_str());
|
|
}
|
|
} // Closing the if statement for g_imageIsLoaded
|
|
ImGui::End(); // End Image Exif
|
|
|
|
// "Edit Image" window
|
|
ImGui::Begin("Edit Image");
|
|
|
|
if (ImGui::CollapsingHeader("Histogram",
|
|
ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
DrawHistogramWidget("ExifHistogram", ImVec2(-1, 256));
|
|
}
|
|
|
|
// --- Edit Image (Right) ---
|
|
ImGui::Begin("Edit Image");
|
|
|
|
// --- Pipeline Configuration ---
|
|
ImGui::SeparatorText("Processing Pipeline");
|
|
|
|
// Input Color Space Selector
|
|
bool inputCsChanged = false;
|
|
ImGui::Text("Input Color Space:");
|
|
ImGui::SameLine();
|
|
if (ImGui::BeginCombo("##InputCS", ColorSpaceToString(g_inputColorSpace)))
|
|
{
|
|
if (ImGui::Selectable(ColorSpaceToString(ColorSpace::LINEAR_SRGB), g_inputColorSpace == ColorSpace::LINEAR_SRGB))
|
|
{
|
|
if (g_inputColorSpace != ColorSpace::LINEAR_SRGB)
|
|
inputCsChanged = true;
|
|
g_inputColorSpace = ColorSpace::LINEAR_SRGB;
|
|
}
|
|
if (ImGui::Selectable(ColorSpaceToString(ColorSpace::SRGB), g_inputColorSpace == ColorSpace::SRGB))
|
|
{
|
|
if (g_inputColorSpace != ColorSpace::SRGB)
|
|
inputCsChanged = true;
|
|
g_inputColorSpace = ColorSpace::SRGB;
|
|
}
|
|
ImGui::EndCombo();
|
|
}
|
|
if (inputCsChanged)
|
|
g_pipeline.MarkDirty();
|
|
|
|
// --- Output Color Space Selector ---
|
|
bool outputCsChanged = false;
|
|
ImGui::Text("Output Color Space:");
|
|
ImGui::SameLine();
|
|
if (ImGui::BeginCombo("##OutputCS", ColorSpaceToString(g_outputColorSpace)))
|
|
{
|
|
if (ImGui::Selectable(ColorSpaceToString(ColorSpace::LINEAR_SRGB), g_outputColorSpace == ColorSpace::LINEAR_SRGB))
|
|
{
|
|
if (g_outputColorSpace != ColorSpace::LINEAR_SRGB)
|
|
outputCsChanged = true;
|
|
g_outputColorSpace = ColorSpace::LINEAR_SRGB;
|
|
}
|
|
if (ImGui::Selectable(ColorSpaceToString(ColorSpace::SRGB), g_outputColorSpace == ColorSpace::SRGB))
|
|
{
|
|
if (g_outputColorSpace != ColorSpace::SRGB)
|
|
outputCsChanged = true;
|
|
g_outputColorSpace = ColorSpace::SRGB;
|
|
}
|
|
ImGui::EndCombo();
|
|
}
|
|
if (outputCsChanged)
|
|
g_pipeline.MarkDirty(); // <<< Mark dirty
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Operation Order:");
|
|
|
|
// --- Drag-and-Drop Reordering List ---
|
|
int move_from = -1, move_to = -1;
|
|
bool order_or_enabled_changed = false; // Flag for changes in this section
|
|
for (int i = 0; i < g_pipeline.activeOperations.size(); ++i)
|
|
{
|
|
PipelineOperation &op = g_pipeline.activeOperations[i];
|
|
ImGui::PushID(i);
|
|
if (ImGui::Checkbox("", &op.enabled))
|
|
{ // <<< Check return value
|
|
order_or_enabled_changed = true;
|
|
}
|
|
// ... (Up/Down buttons - set order_or_enabled_changed = true if clicked) ...
|
|
ImGui::SameLine();
|
|
if (ImGui::ArrowButton("##up", ImGuiDir_Up) && i > 0)
|
|
{
|
|
move_from = i;
|
|
move_to = i - 1;
|
|
}
|
|
ImGui::SameLine();
|
|
if (ImGui::ArrowButton("##down", ImGuiDir_Down) && i < g_pipeline.activeOperations.size() - 1)
|
|
{
|
|
move_from = i;
|
|
move_to = i + 1;
|
|
}
|
|
|
|
ImGui::SameLine();
|
|
ImGui::Selectable(op.name.c_str(), false, 0, ImVec2(ImGui::GetContentRegionAvail().x - 60, 0)); // Adjust size if needed
|
|
|
|
// Drag Drop Source/Target
|
|
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
|
|
{ /* ... */
|
|
}
|
|
if (ImGui::BeginDragDropTarget())
|
|
{
|
|
if (const ImGuiPayload *payload = ImGui::AcceptDragDropPayload("PIPELINE_OP_DND"))
|
|
{
|
|
move_from = *(const int *)payload->Data;
|
|
move_to = i;
|
|
}
|
|
ImGui::EndDragDropTarget();
|
|
}
|
|
ImGui::PopID();
|
|
}
|
|
|
|
bool adjustment_changed = false; // Still useful for general dirty marking
|
|
bool is_diffing_this_frame = false; // Track if *any* diff is active
|
|
|
|
// Helper lambda to handle diff state logic after each slider
|
|
auto HandleSliderDiffState = [&](const char *operationName)
|
|
{
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
bool slider_active = ImGui::IsItemActive();
|
|
bool alt_held = io.KeyAlt;
|
|
|
|
if (slider_active)
|
|
{
|
|
if (alt_held)
|
|
{
|
|
// Start or continue diffing for THIS operation
|
|
g_pipeline.SetDiffActiveOperation(operationName);
|
|
is_diffing_this_frame = true; // Mark that a diff is happening
|
|
// MarkDirty is called within SetDiffActiveOperation if state changes
|
|
}
|
|
else
|
|
{
|
|
// Slider active, but Alt released OR was never pressed
|
|
// If we *were* diffing this specific operation, stop it.
|
|
if (g_pipeline.IsDiffActiveForOperation(operationName))
|
|
{
|
|
g_pipeline.SetDiffActiveOperation(nullptr);
|
|
// MarkDirty called within SetDiffActiveOperation
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Slider is NOT active. If we were diffing this specific operation, stop it.
|
|
if (g_pipeline.IsDiffActiveForOperation(operationName))
|
|
{
|
|
g_pipeline.SetDiffActiveOperation(nullptr);
|
|
// MarkDirty called within SetDiffActiveOperation
|
|
}
|
|
}
|
|
};
|
|
|
|
// Process move if detected
|
|
if (move_from != -1 && move_to != -1 && move_from != move_to)
|
|
{
|
|
// ... (Reordering logic) ...
|
|
order_or_enabled_changed = true; // <<< Reordering occurred
|
|
}
|
|
|
|
if (order_or_enabled_changed)
|
|
{
|
|
g_pipeline.MarkDirty(); // <<< Mark dirty if enabled state or order changed
|
|
}
|
|
|
|
if (ImGui::CollapsingHeader("White Balance", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
adjustment_changed |= ImGui::SliderFloat("Temperature", &temperature, 1000.0f, 20000.0f);
|
|
HandleSliderDiffState("White Balance"); // Assuming "White Balance" is the operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Tint", &tint, -100.0f, 100.0f);
|
|
HandleSliderDiffState("White Balance"); // Both sliders control the same operation
|
|
}
|
|
ImGui::Separator();
|
|
if (ImGui::CollapsingHeader("Tone", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
adjustment_changed |= ImGui::SliderFloat("Exposure", &exposure, -5.0f, 5.0f, "%.1f", ImGuiSliderFlags_Logarithmic);
|
|
HandleSliderDiffState("Exposure"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Contrast", &contrast, -5.0f, 5.0f, "%.1f", ImGuiSliderFlags_Logarithmic);
|
|
HandleSliderDiffState("Contrast"); // Match operation name
|
|
|
|
ImGui::Separator();
|
|
adjustment_changed |= ImGui::SliderFloat("Highlights", &highlights, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Highlights/Shadows"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Shadows", &shadows, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Highlights/Shadows"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Whites", &whites, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Whites/Blacks"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Blacks", &blacks, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Whites/Blacks"); // Match operation name
|
|
}
|
|
ImGui::Separator();
|
|
if (ImGui::CollapsingHeader("Presence", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
adjustment_changed |= ImGui::SliderFloat("Texture", &texture, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Texture"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Clarity", &clarity, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Clarity"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Dehaze", &dehaze, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Dehaze"); // Match operation name
|
|
|
|
ImGui::Separator();
|
|
adjustment_changed |= ImGui::SliderFloat("Vibrance", &vibrance, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Vibrance"); // Match operation name
|
|
|
|
adjustment_changed |= ImGui::SliderFloat("Saturation", &saturation, -100.0f, 100.0f);
|
|
HandleSliderDiffState("Saturation"); // Match operation name
|
|
}
|
|
ImGui::Separator();
|
|
|
|
// If any non-diff adjustment happened, mark dirty
|
|
// (SetDiffActiveOperation already marks dirty if the diff state *changes*)
|
|
if (adjustment_changed && !is_diffing_this_frame)
|
|
{
|
|
g_pipeline.MarkDirty();
|
|
}
|
|
|
|
ImGui::SeparatorText("Transform");
|
|
bool crop_applied_or_cancelled = false;
|
|
if (!g_cropActive)
|
|
{
|
|
if (ImGui::Button("Crop & Straighten"))
|
|
{ // Combine visually for now
|
|
g_cropActive = true;
|
|
g_cropRectNorm =
|
|
ImVec4(0.0f, 0.0f, 1.0f, 1.0f); // Reset crop on activation
|
|
g_cropRectNormInitial = g_cropRectNorm; // Store initial state
|
|
g_activeCropHandle = CropHandle::NONE;
|
|
g_isDraggingCrop = false;
|
|
|
|
// Update Original aspect ratio if needed
|
|
if (g_loadedImage.getHeight() > 0)
|
|
{
|
|
for (auto &opt : g_aspectRatios)
|
|
{
|
|
if (strcmp(opt.name, "Original") == 0)
|
|
{
|
|
opt.ratio = float(g_loadedImage.getWidth()) /
|
|
float(g_loadedImage.getHeight());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// If current selection is 'Original', update g_cropAspectRatio
|
|
if (g_selectedAspectRatioIndex >= 0 &&
|
|
g_selectedAspectRatioIndex < g_aspectRatios.size() &&
|
|
strcmp(g_aspectRatios[g_selectedAspectRatioIndex].name,
|
|
"Original") == 0)
|
|
{
|
|
g_cropAspectRatio =
|
|
g_aspectRatios[g_selectedAspectRatioIndex].ratio;
|
|
}
|
|
|
|
printf("Crop tool activated.\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ImGui::Text("Crop Active");
|
|
|
|
// Aspect Ratio Selector
|
|
if (ImGui::BeginCombo(
|
|
"Aspect Ratio",
|
|
g_aspectRatios[g_selectedAspectRatioIndex].name))
|
|
{
|
|
for (int i = 0; i < g_aspectRatios.size(); ++i)
|
|
{
|
|
bool is_selected = (g_selectedAspectRatioIndex == i);
|
|
if (ImGui::Selectable(g_aspectRatios[i].name, is_selected))
|
|
{
|
|
g_selectedAspectRatioIndex = i;
|
|
g_cropAspectRatio = g_aspectRatios[i].ratio;
|
|
// Optional: Reset crop rectangle slightly or adjust existing one
|
|
// to the new ratio if transitioning from freeform? Or just let
|
|
// user resize.
|
|
printf("Selected aspect ratio: %s (%.2f)\n",
|
|
g_aspectRatios[i].name, g_cropAspectRatio);
|
|
}
|
|
if (is_selected)
|
|
ImGui::SetItemDefaultFocus();
|
|
}
|
|
ImGui::EndCombo();
|
|
}
|
|
|
|
// Apply/Cancel Buttons
|
|
if (ImGui::Button("Apply Crop"))
|
|
{
|
|
printf("Apply Crop button clicked.\n");
|
|
// <<< --- CALL FUNCTION TO APPLY CROP --- >>>
|
|
if (ApplyCropToImage(g_loadedImage, g_cropRectNorm))
|
|
{
|
|
printf("Crop applied successfully. Reloading texture and resetting "
|
|
"pipeline.\n");
|
|
// Reload texture with cropped data
|
|
if (!loadImageTexture(g_loadedImage))
|
|
{
|
|
fprintf(stderr, "Error reloading texture after crop!\n");
|
|
g_imageIsLoaded = false; // Mark as not usable
|
|
}
|
|
// Reset pipeline FBOs/Textures due to size change
|
|
g_pipeline.ResetResources();
|
|
crop_applied_or_cancelled = true;
|
|
}
|
|
else
|
|
{
|
|
fprintf(stderr, "Failed to apply crop to image data.\n");
|
|
// Optionally show error to user
|
|
}
|
|
// Reset state after applying
|
|
g_cropActive = false;
|
|
g_cropRectNorm = ImVec4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
g_activeCropHandle = CropHandle::NONE;
|
|
g_isDraggingCrop = false;
|
|
}
|
|
ImGui::SameLine();
|
|
if (ImGui::Button("Cancel Crop"))
|
|
{
|
|
printf("Crop cancelled.\n");
|
|
g_cropActive = false;
|
|
crop_applied_or_cancelled = true;
|
|
g_cropRectNorm =
|
|
ImVec4(0.0f, 0.0f, 1.0f, 1.0f); // Reset to full image
|
|
g_activeCropHandle = CropHandle::NONE;
|
|
g_isDraggingCrop = false;
|
|
}
|
|
}
|
|
|
|
ImGui::End(); // End Edit Image
|
|
|
|
ImGui::End(); // End MainDockspaceWindow
|
|
}
|
|
else
|
|
{
|
|
// Option 2: Simple full-screen window (no docking)
|
|
ImGuiViewport *viewport = ImGui::GetMainViewport();
|
|
ImGui::SetNextWindowPos(viewport->WorkPos);
|
|
ImGui::SetNextWindowSize(viewport->WorkSize);
|
|
ImGuiWindowFlags window_flags =
|
|
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove |
|
|
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings |
|
|
ImGuiWindowFlags_NoBringToFrontOnFocus;
|
|
ImGui::Begin("FullImageViewer", nullptr, window_flags);
|
|
ImGui::Text("Image Viewer");
|
|
ImGuiTexInspect::BeginInspectorPanel(
|
|
"Image Inspector", g_loadedImage.m_textureId,
|
|
ImVec2(g_loadedImage.m_width, g_loadedImage.m_height),
|
|
ImGuiTexInspect::InspectorFlags_NoTooltip);
|
|
ImGuiTexInspect::EndInspectorPanel();
|
|
ImGui::End();
|
|
}
|
|
|
|
// Rendering
|
|
ImGui::Render();
|
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w,
|
|
clear_color.z * clear_color.w, clear_color.w);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
|
|
// Update and Render additional Platform Windows
|
|
// (Platform functions may change the current OpenGL context, so we
|
|
// save/restore it to make it easier to paste this code elsewhere.
|
|
// For this specific demo app we could also call SDL_GL_MakeCurrent(window,
|
|
// gl_context) directly)
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
SDL_Window *backup_current_window = SDL_GL_GetCurrentWindow();
|
|
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
|
ImGui::UpdatePlatformWindows();
|
|
ImGui::RenderPlatformWindowsDefault();
|
|
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
|
|
}
|
|
|
|
SDL_GL_SwapWindow(window);
|
|
}
|
|
#ifdef __EMSCRIPTEN__
|
|
EMSCRIPTEN_MAINLOOP_END;
|
|
#endif
|
|
|
|
// Cleanup
|
|
// --- Cleanup ---
|
|
// Destroy operations which will delete shader programs
|
|
g_allOperations
|
|
.clear(); // Deletes PipelineOperation objects and their shaders
|
|
g_pipeline.activeOperations
|
|
.clear(); // Clear the list in pipeline (doesn't own shaders)
|
|
// Pipeline destructor handles FBOs/VAO etc.
|
|
|
|
// Delete the originally loaded texture
|
|
if (g_loadedImage.m_textureId != 0)
|
|
{
|
|
glDeleteTextures(1, &g_loadedImage.m_textureId);
|
|
g_loadedImage.m_textureId = 0;
|
|
}
|
|
|
|
if (g_histogramResourcesInitialized)
|
|
{
|
|
if (g_histogramSSBO)
|
|
glDeleteBuffers(1, &g_histogramSSBO);
|
|
if (g_histogramComputeShader)
|
|
glDeleteProgram(g_histogramComputeShader);
|
|
printf("Cleaned up histogram resources.\n");
|
|
}
|
|
|
|
ImGuiTexInspect::Shutdown();
|
|
|
|
ImGui_ImplOpenGL3_Shutdown();
|
|
ImGui_ImplSDL2_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
SDL_GL_DeleteContext(gl_context);
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
|
|
return 0;
|
|
}
|