added documentation and a generated html to the new example

pull/3471/head
kallaballa 2 years ago
parent edebe275b8
commit cf2f777b6f
  1. 2
      modules/v4d/samples/display_image.cpp
  2. 2
      modules/v4d/samples/display_image_fb.cpp
  3. 33
      modules/v4d/samples/display_image_nvg.cpp
  4. 210
      modules/v4d/samples/example_v4d_display_image_nvg.html
  5. 1
      modules/v4d/samples/make_example_html.sh
  6. 2
      modules/v4d/tutorials/02-dislay_image_fb.markdown
  7. 2
      modules/v4d/tutorials/03-vector_graphics.markdown
  8. 16
      modules/v4d/tutorials/19-dislay_image_nvg.markdown

@ -8,7 +8,7 @@ int main() {
//Creates a V4D window for on screen rendering with a window size of 720p and a framebuffer of the same size.
//Please note that while the window size may change the framebuffer size may not. If you need multiple framebuffer
//sizes you need multiple V4D objects
cv::Ptr<V4D> window = V4D::make(960, 960, "Display Image", false, false, 0);
cv::Ptr<V4D> window = V4D::make(960, 960, "Display an Image", false, false, 0);
//Loads an image as a UMat (just in case we have hardware acceleration available)
#ifdef __EMSCRIPTEN__

@ -6,7 +6,7 @@ using namespace cv::v4d;
int main() {
//Creates a V4D object
Ptr<V4D> window = V4D::make(960, 960, "Display Image and FB", false, false, 0);
Ptr<V4D> window = V4D::make(960, 960, "Display an Image through direct FB access", false, false, 0);
//Loads an image as a UMat (just in case we have hardware acceleration available)
#ifdef __EMSCRIPTEN__

@ -4,37 +4,50 @@
using namespace cv;
using namespace cv::v4d;
//A simple struct to hold our image variables
struct Image_t {
std::string filename_;
cv::v4d::nvg::Paint paint_;
nvg::Paint paint_;
int w_;
int h_;
};
int main() {
cv::Ptr<V4D> window = V4D::make(960, 960, "Display Image using NanoVG", false, false, 0);
cv::Ptr<V4D> window = V4D::make(960, 960, "Display an Image using NanoVG", false, false, 0);
Image_t image;
//Set the filename
#ifdef __EMSCRIPTEN__
string filename = "doc/lena.png";
image.filename_ = "doc/lena.png";
#else
string filename = samples::findFile("lena.jpg");
image.filename_ = samples::findFile("lena.jpg");
#endif
Image_t image;
//Creates a NanoVG context. The wrapped C-functions of NanoVG are available in the namespace cv::v4d::nvg;
window->nvg([&image](const cv::Size sz) {
using namespace cv::v4d::nvg;
int res = createImage(image.filename_.c_str(), NVG_IMAGE_NEAREST);
CV_Assert(res > 0);
imageSize(res, &image.w_, &image.h_);
image.paint_ = imagePattern(0, 0, image.w_, image.h_, 0.0f/180.0f*NVG_PI, res, 1.0);
//Create the image and receive a handle.
int handle = createImage(image.filename_.c_str(), NVG_IMAGE_NEAREST);
//Make sure it was created successfully
CV_Assert(handle > 0);
//Query the image size
imageSize(handle, &image.w_, &image.h_);
//Create a simple image pattern with the image dimensions
image.paint_ = imagePattern(0, 0, image.w_, image.h_, 0.0f/180.0f*NVG_PI, handle, 1.0);
});
//Create the run loop
window->run([&image](Ptr<V4D> win){
//Creates a NanoVG context to draw the loaded image over again to the screen.
win->nvg([&image](const cv::Size sz) {
using namespace cv::v4d::nvg;
beginPath();
//Scale all further calls to window size
scale(double(sz.width)/image.w_, double(sz.height)/image.h_);
//Create a rounded rectangle with the images dimensions.
//Note that actually this rectangle will have the size of the window
//because of the previous scale call.
roundedRect(0,0, image.w_, image.h_, 50);
//Fill the rounded rectangle with our picture
fillPaint(image.paint_);
fill();
});

@ -0,0 +1,210 @@
<!doctype html>
<html lang="en-us">
<head>
<title>Display an Image through NanoVG</title>
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid rgb(235, 235, 235);
border-right: 5px solid rgb(235, 235, 235);
border-bottom: 5px solid rgb(235, 235, 235);
border-top: 5px solid rgb(120, 120, 120);
border-radius: 100%;
background-color: rgb(189, 215, 46);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#status {
display: inline-block;
vertical-align: top;
margin-top: 30px;
margin-left: 20px;
font-weight: bold;
color: rgb(120, 120, 120);
}
#progress {
height: 20px;
width: 300px;
}
#output {
width: 100%;
height: 200px;
margin: 0 auto;
margin-top: 10px;
border-left: 0px;
border-right: 0px;
padding-left: 0px;
padding-right: 0px;
display: block;
color: white;
font-family: 'Lucida Console', Monaco, monospace;
outline: none;
}
</style>
</head>
<body>
<span id='controls'>
<span>
<button id="fullscreenBtn">Fullscreen</button>
</span>
</span>
<div class="emscripten" id="status">Downloading...</div>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<canvas id="v4dOffscreenCanvas" style="display:none;"></canvas>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
</div>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var fsButton = document.querySelector("#fullscreenBtn");
var offscreenCanvas = document.querySelector("#v4dOffscreenCanvas");
var width = 960;
var height = 960;
function fixCanvasSize() {
Module.canvas.style.width = (width / window.devicePixelRatio) + "px";
Module.canvas.style.height = (height / window.devicePixelRatio) + "px";
Module.canvas.width = width;
Module.canvas.height = height;
offscreenCanvas.style.width = (width / window.devicePixelRatio) + "px";
offscreenCanvas.style.height = (height / window.devicePixelRatio) + "px";
offscreenCanvas.width = width;
offscreenCanvas.height = height;
}
var Module = {
onRuntimeInitialized: function() {
fixCanvasSize();
},
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.last.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Module.setStatus.last.time < 30) return; // if this is a progress update, skip it if too soon
Module.setStatus.last.time = now;
Module.setStatus.last.text = text;
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function(event) {
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
Module.setStatus('Exception thrown, see JavaScript console');
//spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
fsButton.addEventListener('click', async function () {
Module.requestFullscreen(false, false)
});
window.addEventListener('fullscreenchange', function (event) {
if (document.fullscreenElement) {
console.log("Element: " + document.fullscreenElement.id + " entered fullscreen mode.");
} else {
console.log('Leaving fullscreen mode.');
}
});
</script>
<script type="text/javascript" src="example_v4d_display_image_nvg.js" defer></script>
</body>
</html>

@ -7,6 +7,7 @@ set -e
./example_v4d_nocapture.sh "Custom Source and Sink" custom_source_and_sink > example_v4d_custom_source_and_sink.html
./example_v4d_nocapture.sh "Display an Image through the FB Context" display_image_fb > example_v4d_display_image_fb.html
./example_v4d_nocapture.sh "Display an Image through the Video-Pipeline" display_image > example_v4d_display_image.html
./example_v4d_nocapture.sh "Display an Image through NanoVG" display_image_nvg > example_v4d_display_image_nvg.html
./example_v4d_nocapture.sh "Font Demo" font-demo > example_v4d_font-demo.html
./example_v4d_nocapture.sh "Font rendering with Form-based GUI" font_with_gui > example_v4d_font_with_gui.html
./example_v4d_nocapture.sh "Font rendering" font_rendering > example_v4d_font_rendering.html

@ -1,7 +1,7 @@
# Display an image using direct framebuffer access {#v4d_display_image_fb}
@prev_tutorial{v4d_display_image_pipeline}
@next_tutorial{v4d_vector_graphics}
@next_tutorial{v4d_display_image_nvg}
| | |
| -: | :- |

@ -1,6 +1,6 @@
# Render vector graphics {#v4d_vector_graphics}
@prev_tutorial{v4d_display_image_fb}
@prev_tutorial{v4d_display_image_nvg}
@next_tutorial{v4d_vector_graphics_and_fb}
| | |

@ -0,0 +1,16 @@
# Display an image using NanoVG {#v4d_display_image_nvg}
@prev_tutorial{v4d_display_image_fb}
@next_tutorial{v4d_vector_graphics}
| | |
| -: | :- |
| Original author | Amir Hassan (kallaballa) <amir@viel-zu.org> |
| Compatibility | OpenCV >= 4.7 |
## Using NanoVG to display images
Instead of feeding to the video pipeline or doing a direct framebuffer access we can use NanoVG to display an image. It is not as convinient as the other methods but it is very fast and flexible.
\htmlinclude "../samples/example_v4d_display_image_nvg.html"
@include samples/display_image_nvg.cpp
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