ImageLoader.cpp
author František Kučera <franta-hg@frantovo.cz>
Wed, 06 Dec 2023 22:54:24 +0100
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shaders: dynamic line count derived from the texture resolution
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/**
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 * ShaderShark
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 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, version 3 of the License.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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#include <iostream>
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#include <Magick++.h>
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#include "ImageLoader.h"
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#include "AllocatedBuffer.h"
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ImageLoader::ImageBuffer* ImageLoader::loadImage(const Buffer& input) {
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	Magick::Blob inputBlob(input.getData(), input.getSize());
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	Magick::Image image(inputBlob);
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	// Magick::Image image("magick:LOGO");
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	// Magick::Image image("magick:WIZARD");
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	// Magick::Image image("https://.../remote-image.png");
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	// Magick::Image image("x:root"); // whole desktop
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	// Magick::Image image("x:0x6a0001c"); // single window, use e.g. xwininfo
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	// Magick::PixelPacket* parsedPixels = parsedImage.getPixels(
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	//     0, 0, parsedImage.size().width(), parsedImage.size().height());
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	Magick::Blob outputBlob;
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	image.magick("RGBA");
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	image.depth(8); // TODO: pass more bits to OpenGL?
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	image.write(&outputBlob);
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	ImageBuffer* outputBuffer = new ImageBuffer(
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			(void*) outputBlob.data(),
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			outputBlob.length(),
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			image.size().width(),
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			image.size().height());
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	return outputBuffer;
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}