Upload pixeloe_demo.c
Browse files- pixeloe_demo.c +447 -0
pixeloe_demo.c
ADDED
|
@@ -0,0 +1,447 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
#include <stdio.h>
|
| 2 |
+
#include <stdlib.h>
|
| 3 |
+
#include <stdbool.h>
|
| 4 |
+
|
| 5 |
+
// GLEW must be included before GLFW
|
| 6 |
+
#define GLEW_STATIC
|
| 7 |
+
#include <GL/glew.h>
|
| 8 |
+
#include <GLFW/glfw3.h>
|
| 9 |
+
|
| 10 |
+
// STB Image for loading images
|
| 11 |
+
#define STB_IMAGE_IMPLEMENTATION
|
| 12 |
+
#include "stb_image.h"
|
| 13 |
+
|
| 14 |
+
// Shader utilities
|
| 15 |
+
void check_shader_error(GLuint shader, const char* type);
|
| 16 |
+
GLuint load_shader(const char* vertex_path, const char* fragment_path);
|
| 17 |
+
GLuint load_texture(const char* path, int* width, int* height);
|
| 18 |
+
|
| 19 |
+
// Window and input handling
|
| 20 |
+
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
| 21 |
+
void process_input(GLFWwindow* window);
|
| 22 |
+
|
| 23 |
+
// Settings
|
| 24 |
+
int window_width = 512;
|
| 25 |
+
int window_height = 512;
|
| 26 |
+
|
| 27 |
+
// PixelOE parameters (adjustable in real-time)
|
| 28 |
+
int pixel_size = 6;
|
| 29 |
+
int thickness = 3;
|
| 30 |
+
float avg_scale = 10.0f;
|
| 31 |
+
float dist_scale = 3.0f;
|
| 32 |
+
bool show_original = false;
|
| 33 |
+
|
| 34 |
+
int main(int argc, char** argv) {
|
| 35 |
+
// Check command line arguments
|
| 36 |
+
printf("=== start checking command arguments === \n");
|
| 37 |
+
if (argc < 3) {
|
| 38 |
+
printf("Usage: %s <image_path>\n", argv[0]);
|
| 39 |
+
return 1;
|
| 40 |
+
}
|
| 41 |
+
|
| 42 |
+
printf("=== checking command arguments success === \n");
|
| 43 |
+
|
| 44 |
+
const char* image_path = argv[1];
|
| 45 |
+
bool show_FPS = argv[2];
|
| 46 |
+
|
| 47 |
+
// region Windows Management
|
| 48 |
+
// ********** windows management **********
|
| 49 |
+
// not important thing. just for setting up the window
|
| 50 |
+
|
| 51 |
+
// Initialize GLFW
|
| 52 |
+
if (!glfwInit()) {
|
| 53 |
+
fprintf(stderr, "Failed to initialize GLFW\n");
|
| 54 |
+
return -1;
|
| 55 |
+
}
|
| 56 |
+
|
| 57 |
+
// Configure GLFW
|
| 58 |
+
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
| 59 |
+
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
| 60 |
+
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
| 61 |
+
|
| 62 |
+
// Create window
|
| 63 |
+
GLFWwindow* window = glfwCreateWindow(window_width, window_height, "PixelOE Demo", NULL, NULL);
|
| 64 |
+
if (window == NULL) {
|
| 65 |
+
fprintf(stderr, "Failed to create GLFW window\n");
|
| 66 |
+
glfwTerminate();
|
| 67 |
+
return -1;
|
| 68 |
+
}
|
| 69 |
+
glfwMakeContextCurrent(window);
|
| 70 |
+
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
| 71 |
+
|
| 72 |
+
// Initialize GLEW
|
| 73 |
+
glewExperimental = GL_TRUE;
|
| 74 |
+
if (glewInit() != GLEW_OK) {
|
| 75 |
+
fprintf(stderr, "Failed to initialize GLEW\n");
|
| 76 |
+
glfwTerminate();
|
| 77 |
+
return -1;
|
| 78 |
+
}
|
| 79 |
+
|
| 80 |
+
// Load image texture
|
| 81 |
+
int image_width, image_height;
|
| 82 |
+
GLuint texture = load_texture(image_path, &image_width, &image_height);
|
| 83 |
+
if (texture == 0) {
|
| 84 |
+
fprintf(stderr, "Failed to load image: %s\n", image_path);
|
| 85 |
+
glfwTerminate();
|
| 86 |
+
return -1;
|
| 87 |
+
}
|
| 88 |
+
|
| 89 |
+
// Set window size based on image dimensions (with reasonable limits)
|
| 90 |
+
window_width = image_width < 1200 ? image_width : 1200;
|
| 91 |
+
window_height = image_height < 900 ? image_height : 900;
|
| 92 |
+
glfwSetWindowSize(window, window_width, window_height);
|
| 93 |
+
|
| 94 |
+
// endregion
|
| 95 |
+
// ********** windows management **********
|
| 96 |
+
|
| 97 |
+
// Load shaders
|
| 98 |
+
printf("=== start loading shaders === \n");
|
| 99 |
+
|
| 100 |
+
GLuint shader_program = load_shader("shader.vert", "shader.frag");
|
| 101 |
+
if (shader_program == 0) {
|
| 102 |
+
glfwTerminate();
|
| 103 |
+
return -1;
|
| 104 |
+
}
|
| 105 |
+
|
| 106 |
+
printf("=== loading shaders success === \n");
|
| 107 |
+
|
| 108 |
+
// Set up quad vertices for rendering
|
| 109 |
+
// vert list.it will be used in `shader.vert`
|
| 110 |
+
// send 4 verts to GPU
|
| 111 |
+
// then just show the texture
|
| 112 |
+
float vertices[] = {
|
| 113 |
+
// positions // texture coords
|
| 114 |
+
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, // top left
|
| 115 |
+
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, // bottom left
|
| 116 |
+
1.0f, -1.0f, 0.0f, 1.0f, 1.0f, // bottom right
|
| 117 |
+
1.0f, 1.0f, 0.0f, 1.0f, 0.0f // top right
|
| 118 |
+
};
|
| 119 |
+
|
| 120 |
+
// use verts to draw 2 triangles
|
| 121 |
+
// fill all quad
|
| 122 |
+
unsigned int indices[] = {
|
| 123 |
+
0, 1, 2, // first triangle
|
| 124 |
+
0, 2, 3 // second triangle
|
| 125 |
+
};
|
| 126 |
+
|
| 127 |
+
// Create buffers
|
| 128 |
+
GLuint VAO, VBO, EBO;
|
| 129 |
+
glGenVertexArrays(1, &VAO);
|
| 130 |
+
glGenBuffers(1, &VBO);
|
| 131 |
+
glGenBuffers(1, &EBO);
|
| 132 |
+
|
| 133 |
+
glBindVertexArray(VAO);
|
| 134 |
+
|
| 135 |
+
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
| 136 |
+
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
| 137 |
+
|
| 138 |
+
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
| 139 |
+
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
| 140 |
+
|
| 141 |
+
// Position attribute
|
| 142 |
+
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
| 143 |
+
glEnableVertexAttribArray(0);
|
| 144 |
+
|
| 145 |
+
// Texture coordinate attribute
|
| 146 |
+
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
| 147 |
+
glEnableVertexAttribArray(1);
|
| 148 |
+
|
| 149 |
+
// Use shader program
|
| 150 |
+
glUseProgram(shader_program);
|
| 151 |
+
|
| 152 |
+
// Set texture sampler
|
| 153 |
+
glUniform1i(glGetUniformLocation(shader_program, "inputTexture"), 0);
|
| 154 |
+
|
| 155 |
+
// Print controls
|
| 156 |
+
printf("\nControls:\n");
|
| 157 |
+
printf(" Arrow Up/Down: Adjust pixel size (%d)\n", pixel_size);
|
| 158 |
+
printf(" Arrow Left/Right: Adjust thickness (%d)\n", thickness);
|
| 159 |
+
printf(" A/Z: Adjust avgScale (%.1f)\n", avg_scale);
|
| 160 |
+
printf(" S/X: Adjust distScale (%.1f)\n", dist_scale);
|
| 161 |
+
printf(" O: Toggle original/processed view\n");
|
| 162 |
+
printf(" ESC: Quit\n\n");
|
| 163 |
+
|
| 164 |
+
// Render loop
|
| 165 |
+
|
| 166 |
+
double lastTime = glfwGetTime();
|
| 167 |
+
int frameCount = 0;
|
| 168 |
+
|
| 169 |
+
while (!glfwWindowShouldClose(window)) {
|
| 170 |
+
|
| 171 |
+
if (show_FPS == 1)
|
| 172 |
+
{
|
| 173 |
+
// calculate FPS
|
| 174 |
+
double currentTime = glfwGetTime();
|
| 175 |
+
frameCount++;
|
| 176 |
+
|
| 177 |
+
// refresh FPS every second
|
| 178 |
+
if (currentTime - lastTime >= 1.0) {
|
| 179 |
+
// print FPS
|
| 180 |
+
printf("FPS: %d\n", frameCount);
|
| 181 |
+
|
| 182 |
+
// reset frameCount
|
| 183 |
+
frameCount = 0;
|
| 184 |
+
lastTime = currentTime;
|
| 185 |
+
}
|
| 186 |
+
}
|
| 187 |
+
|
| 188 |
+
// Process input
|
| 189 |
+
process_input(window);
|
| 190 |
+
|
| 191 |
+
// Get current frame buffer size
|
| 192 |
+
glfwGetFramebufferSize(window, &window_width, &window_height);
|
| 193 |
+
|
| 194 |
+
// Clear the screen
|
| 195 |
+
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
| 196 |
+
glClear(GL_COLOR_BUFFER_BIT);
|
| 197 |
+
|
| 198 |
+
// Use shader program
|
| 199 |
+
glUseProgram(shader_program);
|
| 200 |
+
|
| 201 |
+
// Update uniforms
|
| 202 |
+
glUniform1i(glGetUniformLocation(shader_program, "pixelSize"), pixel_size);
|
| 203 |
+
glUniform1i(glGetUniformLocation(shader_program, "thickness"), thickness);
|
| 204 |
+
glUniform1f(glGetUniformLocation(shader_program, "avgScale"), avg_scale);
|
| 205 |
+
glUniform1f(glGetUniformLocation(shader_program, "distScale"), dist_scale);
|
| 206 |
+
glUniform2f(glGetUniformLocation(shader_program, "resolution"), (float)window_width, (float)window_height);
|
| 207 |
+
glUniform1i(glGetUniformLocation(shader_program, "showOriginal"), show_original);
|
| 208 |
+
|
| 209 |
+
// Bind texture
|
| 210 |
+
glActiveTexture(GL_TEXTURE0);
|
| 211 |
+
glBindTexture(GL_TEXTURE_2D, texture);
|
| 212 |
+
|
| 213 |
+
// Draw quad
|
| 214 |
+
glBindVertexArray(VAO);
|
| 215 |
+
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
| 216 |
+
|
| 217 |
+
// Swap buffers and poll events
|
| 218 |
+
glfwSwapBuffers(window);
|
| 219 |
+
glfwPollEvents();
|
| 220 |
+
}
|
| 221 |
+
|
| 222 |
+
// Clean up
|
| 223 |
+
glDeleteVertexArrays(1, &VAO);
|
| 224 |
+
glDeleteBuffers(1, &VBO);
|
| 225 |
+
glDeleteBuffers(1, &EBO);
|
| 226 |
+
glDeleteProgram(shader_program);
|
| 227 |
+
glDeleteTextures(1, &texture);
|
| 228 |
+
|
| 229 |
+
glfwTerminate();
|
| 230 |
+
return 0;
|
| 231 |
+
}
|
| 232 |
+
|
| 233 |
+
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
| 234 |
+
(void)window; // Avoid unused parameter warning
|
| 235 |
+
glViewport(0, 0, width, height);
|
| 236 |
+
}
|
| 237 |
+
|
| 238 |
+
// control functions
|
| 239 |
+
void process_input(GLFWwindow* window) {
|
| 240 |
+
static bool keys_pressed[512] = {false};
|
| 241 |
+
|
| 242 |
+
// Handle key presses with cooldown
|
| 243 |
+
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
| 244 |
+
glfwSetWindowShouldClose(window, true);
|
| 245 |
+
|
| 246 |
+
// Adjust pixel size
|
| 247 |
+
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS && !keys_pressed[GLFW_KEY_UP]) {
|
| 248 |
+
pixel_size = (pixel_size < 32) ? pixel_size + 1 : pixel_size;
|
| 249 |
+
printf("Pixel size: %d\n", pixel_size);
|
| 250 |
+
keys_pressed[GLFW_KEY_UP] = true;
|
| 251 |
+
}
|
| 252 |
+
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_RELEASE)
|
| 253 |
+
keys_pressed[GLFW_KEY_UP] = false;
|
| 254 |
+
|
| 255 |
+
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && !keys_pressed[GLFW_KEY_DOWN]) {
|
| 256 |
+
pixel_size = (pixel_size > 1) ? pixel_size - 1 : pixel_size;
|
| 257 |
+
printf("Pixel size: %d\n", pixel_size);
|
| 258 |
+
keys_pressed[GLFW_KEY_DOWN] = true;
|
| 259 |
+
}
|
| 260 |
+
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_RELEASE)
|
| 261 |
+
keys_pressed[GLFW_KEY_DOWN] = false;
|
| 262 |
+
|
| 263 |
+
// Adjust thickness
|
| 264 |
+
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && !keys_pressed[GLFW_KEY_RIGHT]) {
|
| 265 |
+
thickness = (thickness < 6) ? thickness + 1 : thickness;
|
| 266 |
+
printf("Thickness: %d\n", thickness);
|
| 267 |
+
keys_pressed[GLFW_KEY_RIGHT] = true;
|
| 268 |
+
}
|
| 269 |
+
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_RELEASE)
|
| 270 |
+
keys_pressed[GLFW_KEY_RIGHT] = false;
|
| 271 |
+
|
| 272 |
+
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && !keys_pressed[GLFW_KEY_LEFT]) {
|
| 273 |
+
thickness = (thickness > 0) ? thickness - 1 : thickness;
|
| 274 |
+
printf("Thickness: %d\n", thickness);
|
| 275 |
+
keys_pressed[GLFW_KEY_LEFT] = true;
|
| 276 |
+
}
|
| 277 |
+
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_RELEASE)
|
| 278 |
+
keys_pressed[GLFW_KEY_LEFT] = false;
|
| 279 |
+
|
| 280 |
+
// Adjust avgScale
|
| 281 |
+
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS && !keys_pressed[GLFW_KEY_A]) {
|
| 282 |
+
avg_scale += 0.5f;
|
| 283 |
+
printf("Avg scale: %.1f\n", avg_scale);
|
| 284 |
+
keys_pressed[GLFW_KEY_A] = true;
|
| 285 |
+
}
|
| 286 |
+
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE)
|
| 287 |
+
keys_pressed[GLFW_KEY_A] = false;
|
| 288 |
+
|
| 289 |
+
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS && !keys_pressed[GLFW_KEY_Z]) {
|
| 290 |
+
avg_scale -= 0.5f;
|
| 291 |
+
printf("Avg scale: %.1f\n", avg_scale);
|
| 292 |
+
keys_pressed[GLFW_KEY_Z] = true;
|
| 293 |
+
}
|
| 294 |
+
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_RELEASE)
|
| 295 |
+
keys_pressed[GLFW_KEY_Z] = false;
|
| 296 |
+
|
| 297 |
+
// Adjust distScale
|
| 298 |
+
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS && !keys_pressed[GLFW_KEY_S]) {
|
| 299 |
+
dist_scale += 0.5f;
|
| 300 |
+
printf("Dist scale: %.1f\n", dist_scale);
|
| 301 |
+
keys_pressed[GLFW_KEY_S] = true;
|
| 302 |
+
}
|
| 303 |
+
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE)
|
| 304 |
+
keys_pressed[GLFW_KEY_S] = false;
|
| 305 |
+
|
| 306 |
+
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS && !keys_pressed[GLFW_KEY_X]) {
|
| 307 |
+
dist_scale -= 0.5f;
|
| 308 |
+
printf("Dist scale: %.1f\n", dist_scale);
|
| 309 |
+
keys_pressed[GLFW_KEY_X] = true;
|
| 310 |
+
}
|
| 311 |
+
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_RELEASE)
|
| 312 |
+
keys_pressed[GLFW_KEY_X] = false;
|
| 313 |
+
|
| 314 |
+
// Toggle original/processed view
|
| 315 |
+
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS && !keys_pressed[GLFW_KEY_O]) {
|
| 316 |
+
show_original = !show_original;
|
| 317 |
+
printf("Showing %s\n", show_original ? "original" : "pixelized");
|
| 318 |
+
keys_pressed[GLFW_KEY_O] = true;
|
| 319 |
+
}
|
| 320 |
+
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_RELEASE)
|
| 321 |
+
keys_pressed[GLFW_KEY_O] = false;
|
| 322 |
+
}
|
| 323 |
+
|
| 324 |
+
GLuint load_shader(const char* vertex_path, const char* fragment_path) {
|
| 325 |
+
// Read vertex shader from file
|
| 326 |
+
FILE* vertex_file = fopen(vertex_path, "r");
|
| 327 |
+
if (!vertex_file) {
|
| 328 |
+
fprintf(stderr, "Failed to open vertex shader file: %s\n", vertex_path);
|
| 329 |
+
return 0;
|
| 330 |
+
}
|
| 331 |
+
|
| 332 |
+
fseek(vertex_file, 0, SEEK_END);
|
| 333 |
+
long vertex_size = ftell(vertex_file);
|
| 334 |
+
fseek(vertex_file, 0, SEEK_SET);
|
| 335 |
+
|
| 336 |
+
char* vertex_source = (char*)malloc(vertex_size + 1);
|
| 337 |
+
fread(vertex_source, 1, vertex_size, vertex_file);
|
| 338 |
+
vertex_source[vertex_size] = '\0';
|
| 339 |
+
fclose(vertex_file);
|
| 340 |
+
|
| 341 |
+
// Read fragment shader from file
|
| 342 |
+
FILE* fragment_file = fopen(fragment_path, "r");
|
| 343 |
+
if (!fragment_file) {
|
| 344 |
+
fprintf(stderr, "Failed to open fragment shader file: %s\n", fragment_path);
|
| 345 |
+
free(vertex_source);
|
| 346 |
+
return 0;
|
| 347 |
+
}
|
| 348 |
+
|
| 349 |
+
fseek(fragment_file, 0, SEEK_END);
|
| 350 |
+
long fragment_size = ftell(fragment_file);
|
| 351 |
+
fseek(fragment_file, 0, SEEK_SET);
|
| 352 |
+
|
| 353 |
+
char* fragment_source = (char*)malloc(fragment_size + 1);
|
| 354 |
+
fread(fragment_source, 1, fragment_size, fragment_file);
|
| 355 |
+
fragment_source[fragment_size] = '\0';
|
| 356 |
+
fclose(fragment_file);
|
| 357 |
+
|
| 358 |
+
// Create and compile vertex shader
|
| 359 |
+
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
| 360 |
+
glShaderSource(vertex_shader, 1, (const char**)&vertex_source, NULL);
|
| 361 |
+
glCompileShader(vertex_shader);
|
| 362 |
+
check_shader_error(vertex_shader, "VERTEX");
|
| 363 |
+
|
| 364 |
+
// Create and compile fragment shader
|
| 365 |
+
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
| 366 |
+
glShaderSource(fragment_shader, 1, (const char**)&fragment_source, NULL);
|
| 367 |
+
glCompileShader(fragment_shader);
|
| 368 |
+
check_shader_error(fragment_shader, "FRAGMENT");
|
| 369 |
+
|
| 370 |
+
// Create and link shader program
|
| 371 |
+
GLuint program = glCreateProgram();
|
| 372 |
+
glAttachShader(program, vertex_shader);
|
| 373 |
+
glAttachShader(program, fragment_shader);
|
| 374 |
+
glLinkProgram(program);
|
| 375 |
+
|
| 376 |
+
// Check for linking errors
|
| 377 |
+
GLint success;
|
| 378 |
+
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
| 379 |
+
if (!success) {
|
| 380 |
+
char info_log[512];
|
| 381 |
+
glGetProgramInfoLog(program, 512, NULL, info_log);
|
| 382 |
+
fprintf(stderr, "Shader program linking failed: %s\n", info_log);
|
| 383 |
+
return 0;
|
| 384 |
+
}
|
| 385 |
+
|
| 386 |
+
// Clean up
|
| 387 |
+
glDeleteShader(vertex_shader);
|
| 388 |
+
glDeleteShader(fragment_shader);
|
| 389 |
+
free(vertex_source);
|
| 390 |
+
free(fragment_source);
|
| 391 |
+
|
| 392 |
+
return program;
|
| 393 |
+
}
|
| 394 |
+
|
| 395 |
+
void check_shader_error(GLuint shader, const char* type) {
|
| 396 |
+
GLint success;
|
| 397 |
+
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
| 398 |
+
if (!success) {
|
| 399 |
+
char info_log[512];
|
| 400 |
+
glGetShaderInfoLog(shader, 512, NULL, info_log);
|
| 401 |
+
fprintf(stderr, "%s shader compilation failed: %s\n", type, info_log);
|
| 402 |
+
}
|
| 403 |
+
}
|
| 404 |
+
|
| 405 |
+
GLuint load_texture(const char* path, int* width, int* height) {
|
| 406 |
+
// Generate texture
|
| 407 |
+
GLuint texture_id;
|
| 408 |
+
glGenTextures(1, &texture_id);
|
| 409 |
+
|
| 410 |
+
// Load image
|
| 411 |
+
int channels;
|
| 412 |
+
unsigned char* data = stbi_load(path, width, height, &channels, 0);
|
| 413 |
+
if (!data) {
|
| 414 |
+
fprintf(stderr, "Failed to load image: %s\n", path);
|
| 415 |
+
return 0;
|
| 416 |
+
}
|
| 417 |
+
|
| 418 |
+
// Determine format based on number of channels
|
| 419 |
+
GLenum format;
|
| 420 |
+
if (channels == 1)
|
| 421 |
+
format = GL_RED;
|
| 422 |
+
else if (channels == 3)
|
| 423 |
+
format = GL_RGB;
|
| 424 |
+
else if (channels == 4)
|
| 425 |
+
format = GL_RGBA;
|
| 426 |
+
else {
|
| 427 |
+
fprintf(stderr, "Unsupported image format (channels: %d)\n", channels);
|
| 428 |
+
stbi_image_free(data);
|
| 429 |
+
return 0;
|
| 430 |
+
}
|
| 431 |
+
|
| 432 |
+
// Bind and configure texture
|
| 433 |
+
glBindTexture(GL_TEXTURE_2D, texture_id);
|
| 434 |
+
glTexImage2D(GL_TEXTURE_2D, 0, format, *width, *height, 0, format, GL_UNSIGNED_BYTE, data);
|
| 435 |
+
glGenerateMipmap(GL_TEXTURE_2D);
|
| 436 |
+
|
| 437 |
+
// Set texture parameters
|
| 438 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| 439 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| 440 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
| 441 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
| 442 |
+
|
| 443 |
+
// Free image data
|
| 444 |
+
stbi_image_free(data);
|
| 445 |
+
|
| 446 |
+
return texture_id;
|
| 447 |
+
}
|