vwebp: handle window resizing properly
The image is scaled to fit the whole viewport.
Avoid some oddities with offsets, etc.
removes some TODO.
Change-Id: I52fae9ca80a2feed234f32261c7f6358d7594e21
(cherry picked from commit 9310d19258
)
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@ -63,6 +63,7 @@ static struct {
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WebPIterator curr_frame;
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WebPIterator prev_frame;
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WebPChunkIterator iccp;
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int viewport_width, viewport_height;
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} kParams;
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static void ClearPreviousPic(void) {
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@ -250,13 +251,15 @@ static void HandleKey(unsigned char key, int pos_x, int pos_y) {
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}
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static void HandleReshape(int width, int height) {
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// TODO(skal): proper handling of resize, esp. for large pictures.
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// + key control of the zoom.
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// TODO(skal): should we preserve aspect ratio?
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// Also: handle larger-than-screen pictures correctly.
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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kParams.viewport_width = width;
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kParams.viewport_height = height;
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}
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static void PrintString(const char* const text) {
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@ -298,7 +301,8 @@ static void HandleDisplay(void) {
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GLfloat xoff, yoff;
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if (pic == NULL) return;
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glPushMatrix();
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glPixelZoom(1, -1);
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glPixelZoom((GLfloat)(+1. / kParams.canvas_width * kParams.viewport_width),
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(GLfloat)(-1. / kParams.canvas_height * kParams.viewport_height));
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xoff = (GLfloat)(2. * curr->x_offset / kParams.canvas_width);
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yoff = (GLfloat)(2. * curr->y_offset / kParams.canvas_height);
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glRasterPos2f(-1.f + xoff, 1.f - yoff);
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@ -307,8 +311,6 @@ static void HandleDisplay(void) {
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if (prev->dispose_method == WEBP_MUX_DISPOSE_BACKGROUND ||
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curr->blend_method == WEBP_MUX_NO_BLEND) {
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// TODO(later): these offsets and those above should factor in window size.
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// they will be incorrect if the window is resized.
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// glScissor() takes window coordinates (0,0 at bottom left).
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int window_x, window_y;
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int frame_w, frame_h;
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@ -328,6 +330,10 @@ static void HandleDisplay(void) {
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}
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glEnable(GL_SCISSOR_TEST);
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// Only update the requested area, not the whole canvas.
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window_x = window_x * kParams.viewport_width / kParams.canvas_width;
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window_y = window_y * kParams.viewport_height / kParams.canvas_height;
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frame_w = frame_w * kParams.viewport_width / kParams.canvas_width;
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frame_h = frame_h * kParams.viewport_height / kParams.canvas_height;
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glScissor(window_x, window_y, frame_w, frame_h);
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glClear(GL_COLOR_BUFFER_BIT); // use clear color
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@ -370,6 +376,7 @@ static void StartDisplay(void) {
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glutInitWindowSize(width, height);
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glutCreateWindow("WebP viewer");
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glutDisplayFunc(HandleDisplay);
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glutReshapeFunc(HandleReshape);
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glutIdleFunc(NULL);
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glutKeyboardFunc(HandleKey);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -378,7 +385,6 @@ static void StartDisplay(void) {
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GetColorf(kParams.bg_color, 8),
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GetColorf(kParams.bg_color, 16),
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GetColorf(kParams.bg_color, 24));
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HandleReshape(width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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DrawCheckerBoard();
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}
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