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Image scaling (KeepAspectRatioByExpanding) through OpenGL

I'm trying to implement image scaling in OpenGL using only glTexCoord2f() and glVertex2f().

Let me explain: after loading a QImage and sending it to the gpu with glTexImage2D() I have to perform image scaling operations based on Qt's specification. Qt defines these 3 operations (see image below):

enter image description here

I think this is the only way to do it since my application is a Qt plugin and this task needs to be done inside the paint() method of the class. The IgnoreAspectRatio operation is pretty straight forward and it's working right now. The KeepAspectRatio gave me some trouble initially but now it's also working. Unfortunally, KeepAspectRatioByExpanding is giving me headaches.

I'm sharing what I've done so far and I appreciate your help on this issue:

main.cpp:

#include "oglWindow.h"
#include <QtGui/QApplication>

int main(int argc, char *argv[])
{
    QApplication a(argc, argv);
    oglWindow w;
    w.show();
    return a.exec();
}

oglWindow.cpp:

#include "oglWindow.h"
#include "glwidget.h"

#include <QGridLayout>

oglWindow::oglWindow(QWidget *parent, Qt::WFlags flags)
    : QMainWindow(parent, flags)
{
    ui.setupUi(this);
    GLWidget *openGL = new GLWidget(this);

    QGridLayout *layout = new QGridLayout;
    setLayout(layout);
}

oglWindow::~oglWindow()
{
}

oglWindow.h:

#ifndef oglWindow_H
#define oglWindow_H

#include <QtGui/QMainWindow>
#include "ui_yuv_to_rgb.h"

class oglWindow : public QMainWindow
{
    Q_OBJECT

public:
    oglWindow(QWidget *parent = 0, Qt::WFlags flags = 0);
    ~oglWindow();

private:
    Ui::oglWindowClass ui;
};

#endif // oglWindow_H

glwidget.cpp:

#ifdef _MSC_VER
    #include <windows.h>
    #include <GL/glew.h>
    #include <GL/gl.h>  
#else
    #include <GL/gl.h>
#endif

#include "glwidget.h"

#include <QDebug>

#include <iostream>
#include <fstream>
#include <assert.h>


static const char *p_s_fragment_shader =
    "#extension GL_ARB_texture_rectangle : enable\n"
    "uniform sampler2DRect tex;"
    "uniform float ImgHeight, chromaHeight_Half, chromaWidth;"
    "void main()"
    "{"
    "    vec2 t = gl_TexCoord[0].xy;" // get texcoord from fixed-function pipeline
    "    float CbY = ImgHeight + floor(t.y / 4.0);"
    "    float CrY = ImgHeight + chromaHeight_Half + floor(t.y / 4.0);"
    "    float CbCrX = floor(t.x / 2.0) + chromaWidth * floor(mod(t.y, 2.0));"
    "    float Cb = texture2DRect(tex, vec2(CbCrX, CbY)).x - .5;"
    "    float Cr = texture2DRect(tex, vec2(CbCrX, CrY)).x - .5;"
    "    float y = texture2DRect(tex, t).x;" // redundant texture read optimized away by texture cache
    "    float r = y + 1.28033 * Cr;"
    "    float g = y - .21482 * Cb - .38059 * Cr;"
    "    float b = y + 2.12798 * Cb;"
    "    gl_FragColor = vec4(r, g, b, 1.0);"
    "}";


GLWidget::GLWidget(QWidget *parent)
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent), _frame(NULL)
{
    setAutoFillBackground(false);
    setMinimumSize(640, 480);

    /* Load 1280x768 YV12 frame from the disk */

    _frame = new QImage(1280, 768, QImage::Format_RGB888);  
    if (!_frame)
    {
        qDebug() << "> GLWidget::GLWidget !!! Failed to create _frame";
        return;
    }

    std::ifstream yuv_file("bloco.yv12", std::ios::in | std::ios::binary | std::ios::ate);
    if (!yuv_file.is_open())
    {
        qDebug() << "> GLWidget::GLWidget !!! Failed to load yuv file";
        return;
    }
    int yuv_file_sz = yuv_file.tellg();

    unsigned char* memblock = new unsigned char[yuv_file_sz];
    if (!memblock)
    {
        qDebug() << "> GLWidget::GLWidget !!! Failed to allocate memblock";
        return;
    }

    yuv_file.seekg(0, std::ios::beg);
    yuv_file.read((char*)memblock, yuv_file_sz);
    yuv_file.close();

    qMemCopy(_frame->scanLine(0), memblock, yuv_file_sz);

    delete[] memblock;
}

GLWidget::~GLWidget()
{
    if (_frame)
        delete _frame;
}

void GLWidget::paintEvent(QPaintEvent *event)
{
    QPainter painter(this);
    painter.setRenderHint(QPainter::Antialiasing);

    qDebug() << "> GLWidget::paintEvent OpenGL:"  << ((painter.paintEngine()->type() != QPaintEngine::OpenGL &&
                                       painter.paintEngine()->type() != QPaintEngine::OpenGL2) ? "disabled" : "enabled");   

    QGLContext* context = const_cast<QGLContext *>(QGLContext::currentContext());
    if (!context)
    {
        qDebug() << "> GLWidget::paintEvent !!! Unable to retrieve OGL context";
        return;
    }
    context->makeCurrent();

    painter.fillRect(QRectF(QPoint(0, 0), QSize(1280, 768)), Qt::black);

    painter.beginNativePainting();

    /* Initialize GL extensions */
    GLenum err = glewInit();
    if (err != GLEW_OK)
    {
        qDebug() << "> GLWidget::paintEvent !!! glewInit failed with: " << err;
        return;
    }
    if (!GLEW_VERSION_2_1)  // check that the machine supports the 2.1 API.
    {
        qDebug() << "> GLWidget::paintEvent !!! System doesn't support GLEW_VERSION_2_1";
        return;
    }

    /* Setting up texture and transfering data to the GPU */

    static GLuint texture = 0;
    if (texture != 0)
    {
        context->deleteTexture(texture);
    }

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);

    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
            GL_LUMINANCE, _frame->width(), _frame->height() + _frame->height() / 2, 0,
            GL_LUMINANCE, GL_UNSIGNED_BYTE, _frame->bits());

    assert(glGetError() == GL_NO_ERROR);

    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glEnable(GL_TEXTURE_RECTANGLE_ARB);

    glClearColor(0.3, 0.3, 0.4, 1.0);

    int img_width = _frame->width();
    int img_height = _frame->height();
    int offset_x = 0;
    int offset_y = 0;

    GLfloat gl_width = width(); // GL context size
    GLfloat gl_height = height();

    /* Initialize shaders and execute them */   
    _init_shaders();

    qDebug() << "paint(): gl_width:" << gl_width << " gl_height:" << gl_height <<  
        " img:" << _frame->width() << "x" << _frame->height();

    int fill_mode = 1;
    switch (fill_mode)
    {
        case 0: // KeepAspectRatioByExpanding
        {
            // need help!
        }
        break;

        case 1: // IgnoreAspectRatio
        {
            // Nothing special needs to be done for this operation.
        }
        break;

        case 2: // KeepAspectRatio
        default:
        {
          // Compute aspect ratio and offset Y for widescreen borders
            double ratiox = img_width/gl_width;
            double ratioy = img_height/gl_height;

            if (ratiox > ratioy)
            {
                gl_height = qRound(img_height / ratiox);
                offset_y = qRound((height() - gl_height) / 2);
                gl_height += offset_y * 2;
            }
            else
            {
                gl_width = qRound(img_width / ratioy);
                offset_x = qRound((width() - gl_width) / 2);
                gl_width += offset_x * 2;
            }
        }
        break;
    }


    // Mirroring texture coordinates to flip the image vertically
    glBegin(GL_QUADS);  
    glTexCoord2f(0.0f, img_height);                  glVertex2f(offset_x, gl_height - offset_y);
    glTexCoord2f(img_width, img_height);             glVertex2f(gl_width - offset_x, gl_height - offset_y);
    glTexCoord2f(img_width, 0.0f);                   glVertex2f(gl_width - offset_x, offset_y);
    glTexCoord2f(0.0f, 0.0f);                        glVertex2f(offset_x, offset_y);
    glEnd();

    painter.endNativePainting();
}

void GLWidget::_init_shaders()
{       
    int f = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(f, 1, &p_s_fragment_shader, 0);
    glCompileShader(f);

    _shader_program = glCreateProgram();
    glAttachShader(_shader_program, f);
    glLinkProgram(_shader_program);

    glUseProgram(_shader_program);

    glUniform1i(glGetUniformLocation(_shader_program, "tex"), 0);
    glUniform1f(glGetUniformLocation(_shader_program, "ImgHeight"), _frame->height());
    glUniform1f(glGetUniformLocation(_shader_program, "chromaHeight_Half"), (_frame->height() / 2) / 2);
    glUniform1f(glGetUniformLocation(_shader_program, "chromaWidth"), _frame->width() / 2);   
}

glwidget.h:

#include <QtOpenGL/QGLWidget>
#include <QtGui/QImage>
#include <QPainter>

class GLWidget : public QGLWidget
{
    Q_OBJECT

public:
    GLWidget(QWidget *parent = 0);
    ~GLWidget();

    void paintEvent(QPaintEvent *event);    

private:
    void _init_shaders();
    bool _checkShader(int n_shader_object);

    QImage* _frame;
    int _shader_program;
};

And here you can download the data file.

like image 930
karlphillip Avatar asked Jan 25 '12 22:01

karlphillip


1 Answers

Simply do the same math you did with KeepAspectRatio, but this time keep the height instead of the width. You'll get a width bigger than 1, so you'll have to use the inverse of it for your texture coordinate.


Normalized coordinates yes/no won't matter, you just have to add these factors for the texture coordinates. For this to work I assume the image fills the whole texture (from (0,0) to (1,1); this makes it easy to multiply the values with your width/height). Texture wrapping has to be off.

Default texture coordinates:

(0,0)-(1,0)
|     |
(0,1)-(1,1)

Aspect ratios:

tex_ar = tex_width / tex_height; // aspect ratio for the texture being used
scr_ar = scr_width / scr_height; // aspect ratio for the quad being drawn

KeepAspectRatio (touch from the inside):

(0, 0)-----------------------(max(1, scr_ar / tex_ar), 0)
|                            |
(0, max(1, tex_ar / scr_ar))-(max(1, scr_ / tex_ar), max(1, tex_ar / scr_ar))

KeepAspectRatioByExpanding (touch from outside; just replace max() with min()):

(0, 0)-----------------------(min(1, scr_ar / tex_ar), 0)
|                            |
(0, min(1, tex_ar / scr_ar))-(min(1, scr_ / tex_ar), min(1, tex_ar / scr_ar))

For your case you'd just have to multiply the resulting texture coordinates with your width/height.

like image 185
Mario Avatar answered Oct 12 '22 07:10

Mario