histogram works, we are basically at a 0.9 release
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301d32474b
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0d369de1d7
142
lib/histogram.h
142
lib/histogram.h
@ -5,90 +5,84 @@
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class Histogram {
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public:
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unsigned int **counts = nullptr;
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int width = 0;
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int height = 0;
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int channels = 0;
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unsigned int count[4][256] = {0};
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int width;
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int height;
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int channels;
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Histogram();
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void Load() {
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Histogram(int width, int height, int channels) {
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this->width = width;
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this->height = height;
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this->channels = channels;
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}
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void Load(uint8_t * image) {
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for (int l = 0; l < height * width; l++)
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{
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count[0][*image++]++;
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count[1][*image++]++;
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count[2][*image++]++;
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count[3][*image++]++;
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}
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};
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void Draw() {
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ImGui::InvisibleButton("histogram", ImVec2(512, 256));
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};
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};
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inline void histogram(const int width, const int height, const int channels, const unsigned char* const bits) {
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unsigned int count[4][256] = {0};
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const unsigned char* ptrCols = bits;
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ImGui::InvisibleButton("histogram", ImVec2(512, 256));
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for (int l = 0; l < height * width; l++)
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{
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count[0][*ptrCols++]++;
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count[1][*ptrCols++]++;
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count[2][*ptrCols++]++;
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count[3][*ptrCols++]++;
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}
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unsigned int maxv = count[0][0];
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unsigned int* pCount = &count[0][0];
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for (int i = 0; i < 3 * 256; i++, pCount++)
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{
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maxv = (maxv > *pCount) ? maxv : *pCount;
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}
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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const ImVec2 rmin = ImGui::GetItemRectMin();
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const ImVec2 rmax = ImGui::GetItemRectMax();
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const ImVec2 size = ImGui::GetItemRectSize();
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const float hFactor = size.y / float(maxv);
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for (int i = 0; i <= 10; i++)
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{
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float ax = rmin.x + (size.x / 10.f) * float(i);
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float ay = rmin.y + (size.y / 10.f) * float(i);
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drawList->AddLine(ImVec2(rmin.x, ay), ImVec2(rmax.x, ay), 0x80808080);
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drawList->AddLine(ImVec2(ax, rmin.y), ImVec2(ax, rmax.y), 0x80808080);
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}
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const float barWidth = (size.x / 256.f);
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for (int j = 0; j < 256; j++)
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{
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// pixel count << 2 + color index(on 2 bits)
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uint32_t cols[3] = {(count[0][j] << 2), (count[1][j] << 2) + 1, (count[2][j] << 2) + 2};
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if (cols[0] > cols[1])
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ImSwap(cols[0], cols[1]);
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if (cols[1] > cols[2])
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ImSwap(cols[1], cols[2]);
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if (cols[0] > cols[1])
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ImSwap(cols[0], cols[1]);
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float heights[3];
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uint32_t colors[3];
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uint32_t currentColor = 0xFFFFFFFF;
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for (int i = 0; i < 3; i++)
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unsigned int maxv = count[0][0];
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unsigned int* pCount = &count[0][0];
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for (int i = 0; i < 3 * 256; i++, pCount++)
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{
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heights[i] = rmax.y - (cols[i] >> 2) * hFactor;
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colors[i] = currentColor;
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currentColor -= 0xFF << ((cols[i] & 3) * 8);
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maxv = (maxv > *pCount) ? maxv : *pCount;
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}
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float currentHeight = rmax.y;
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const float left = rmin.x + barWidth * float(j);
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const float right = left + barWidth;
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for (int i = 0; i < 3; i++)
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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const ImVec2 rmin = ImGui::GetItemRectMin();
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const ImVec2 rmax = ImGui::GetItemRectMax();
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const ImVec2 size = ImGui::GetItemRectSize();
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const float hFactor = size.y / float(maxv);
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for (int i = 0; i <= 10; i++)
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{
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if (heights[i] >= currentHeight)
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float ax = rmin.x + (size.x / 10.f) * float(i);
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float ay = rmin.y + (size.y / 10.f) * float(i);
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drawList->AddLine(ImVec2(rmin.x, ay), ImVec2(rmax.x, ay), 0x80808080);
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drawList->AddLine(ImVec2(ax, rmin.y), ImVec2(ax, rmax.y), 0x80808080);
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}
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const float barWidth = (size.x / 256.f);
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for (int j = 0; j < 256; j++)
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{
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// pixel count << 2 + color index(on 2 bits)
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uint32_t cols[3] = {(count[0][j] << 2), (count[1][j] << 2) + 1, (count[2][j] << 2) + 2};
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if (cols[0] > cols[1])
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ImSwap(cols[0], cols[1]);
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if (cols[1] > cols[2])
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ImSwap(cols[1], cols[2]);
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if (cols[0] > cols[1])
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ImSwap(cols[0], cols[1]);
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float heights[3];
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uint32_t colors[3];
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uint32_t currentColor = 0xFFFFFFFF;
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for (int i = 0; i < 3; i++)
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{
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continue;
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heights[i] = rmax.y - (cols[i] >> 2) * hFactor;
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colors[i] = currentColor;
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currentColor -= 0xFF << ((cols[i] & 3) * 8);
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}
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float currentHeight = rmax.y;
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const float left = rmin.x + barWidth * float(j);
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const float right = left + barWidth;
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for (int i = 0; i < 3; i++)
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{
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if (heights[i] >= currentHeight)
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{
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continue;
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}
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drawList->AddRectFilled(ImVec2(left, currentHeight), ImVec2(right, heights[i]), colors[i]);
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currentHeight = heights[i];
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}
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drawList->AddRectFilled(ImVec2(left, currentHeight), ImVec2(right, heights[i]), colors[i]);
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currentHeight = heights[i];
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}
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}
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}
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};
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};
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78
main.cpp
78
main.cpp
@ -214,35 +214,35 @@ void RotateImage(Texture t) {
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delete[] tempBuffer;
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}
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Texture LoadTexture(const char * path)
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{
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Texture LoadImage(const char * path) {
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const int channelCount = 4;
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int imageFileChannelCount;
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int width, height;
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image = (uint8_t *)stbi_load(path, &width, &height, &imageFileChannelCount, channelCount);
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if (image == NULL)
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{
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if (image == NULL) {
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fprintf(stderr, "%s\nFailed to open %s\n", stbi_failure_reason(), path);
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return {nullptr,{0,0}};
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}
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auto exif = printExifData(path);
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Texture t;
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t.size = ImVec2((float)width,(float)height);
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t.channels = channelCount;
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t.exif = exif;
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return t;
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}
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Texture LoadTexture(Texture tin) {
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GLenum dataFormat = GL_RGBA;
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GLuint textureHandle;
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glGenTextures(1, &textureHandle);
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glBindTexture(GL_TEXTURE_2D, textureHandle);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, dataFormat, GL_UNSIGNED_BYTE, image);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tin.size.x, tin.size.y, 0, dataFormat, GL_UNSIGNED_BYTE, image);
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Texture t;
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Texture t = tin;
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t.texture = (void*)(uintptr_t)(textureHandle);
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t.size = ImVec2((float)width,(float)height);
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t.channels = channelCount;
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t.exif = exif;
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if (t.exif.ImageOrientation == "3") {
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RotateImage(t);
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@ -271,6 +271,19 @@ const int MAX_ANNOATED_TEXELS = 10000;
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// Main code
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int main(int argc, char* argv[]) {
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Texture t;
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try {
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auto args = argparse::parse<Args>(argc, argv, true);
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t = LoadImage(args.fpath.c_str());
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if (t.texture == nullptr) {
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std::cerr << "failed load image" << std::endl;
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return -1;
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}
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} catch (const std::runtime_error &e) {
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std::cerr << "failed to parse arguments: " << e.what() << std::endl;
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return -1;
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}
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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0) {
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@ -283,6 +296,7 @@ int main(int argc, char* argv[]) {
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bool AA_ENABLED = true;
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bool SHOW_HELP = false;
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bool SHOW_EXIF = false;
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bool SHOW_HISTOGRAM = false;
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int MODE = 0;
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// Decide GL+GLSL versions
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@ -323,9 +337,17 @@ int main(int argc, char* argv[]) {
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SDL_WindowFlags window_flags =
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(SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_ALLOW_HIGHDPI);
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int wh = 800;
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int ww = 1280;
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if (t.size.y > t.size.x) {
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ww = 500;
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wh = 1280;
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}
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SDL_Window *window =
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SDL_CreateWindow("tview", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_WINDOWPOS_CENTERED, ww, wh, window_flags);
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if (window == nullptr) {
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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@ -351,16 +373,11 @@ int main(int argc, char* argv[]) {
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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Texture t;
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auto flags = ImGuiTexInspect::InspectorFlags_FillVertical | ImGuiTexInspect::InspectorFlags_FillHorizontal;
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try {
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auto args = argparse::parse<Args>(argc, argv, true);
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t = LoadTexture(args.fpath.c_str());
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} catch (const std::runtime_error &e) {
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std::cerr << "failed to parse arguments: " << e.what() << std::endl;
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return -1;
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}
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t = LoadTexture(t);
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Histogram histogram = Histogram(t.size.x, t.size.y, t.channels);
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histogram.Load(image);
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// Main loop
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bool done = false;
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@ -407,6 +424,9 @@ int main(int argc, char* argv[]) {
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case SDL_SCANCODE_E:
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SHOW_EXIF = !SHOW_EXIF;
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break;
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case SDL_SCANCODE_C:
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SHOW_HISTOGRAM = !SHOW_HISTOGRAM;
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break;
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default:
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break;
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}
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@ -514,6 +534,7 @@ int main(int argc, char* argv[]) {
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ImGui::Text("\tFloat Values");
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ImGui::Separator();
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ImGui::Text("h - show help popup");
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ImGui::Text("c - toggle color histogram");
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ImGui::Text("e - toggle EXIF info");
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ImGui::Separator();
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ImGui::Text("q - quit");
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@ -646,8 +667,23 @@ int main(int argc, char* argv[]) {
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ImGui::End();
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}
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if (SHOW_HISTOGRAM) {
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ImGuiWindowClass topmost;
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topmost.ClassId = ImHashStr("TopMost");
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topmost.ViewportFlagsOverrideSet = ImGuiViewportFlags_TopMost;
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ImGui::SetNextWindowClass(&topmost);
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ImGui::Begin("Histogram", NULL, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing);
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histogram.Draw();
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ImGui::Separator();
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ImGui::Text("Press c to hide");
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ImGui::End();
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}
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}
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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