Created
January 5, 2021 20:18
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openFrameworks | ofxImGui fbo + image + texture + clickable
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//.h | |
ofTexture tex; | |
ofFbo fbo; | |
void quantizerRefreshImage(); | |
//.cpp | |
//setup | |
bool b = ofGetUsingArbTex(); | |
ofDisableArbTex(); | |
ofLoadImage(tex, getImagePath()); | |
fbo.allocate(tex.getWidth(), tex.getHeight()); | |
fbo.createAndAttachTexture(GL_RGB, 0); //Position | |
fbo.createAndAttachTexture(GL_RGBA32F, 1); //velocity | |
fbo.createAndAttachRenderbuffer(GL_DEPTH_COMPONENT, GL_DEPTH_ATTACHMENT); | |
fbo.checkStatus(); | |
fbo.begin(); | |
ofClear(0); | |
fbo.end(); | |
if (b) ofEnableArbTex(); | |
fbo.begin();//draw once only | |
ofClear(0, 0, 0, 0); | |
tex.draw(0, 0); | |
fbo.end(); | |
//- | |
//draw image preview | |
if (tex.isAllocated()) | |
{ | |
float w = tex.getWidth(); | |
float h = tex.getHeight(); | |
float ratio = h / w; | |
if (ImGui::ImageButton((ImTextureID)(uintptr_t)fbo.getTexture(0).getTextureData().textureID, ImVec2(_w, _w * ratio))) | |
{ | |
ofLogNotice(__FUNCTION__) << "Image Pressed"; | |
} | |
} | |
ImGui::Text(currentImage_name.get().c_str()); | |
//---- | |
//other examples | |
// https://forum.openframeworks.cc/t/ofximgui-cant-display-more-than-one-image-in-a-window/36677/4 | |
// https://forum.openframeworks.cc/t/how-to-draw-an-offbo-in-ofximgui-window/33174 | |
//I’ve found it works with this kind of FBO: | |
ofFbo::Settings fboSettings ; | |
fboSettings.width = width ; | |
fboSettings.height = height ; | |
fboSettings.internalformat = GL_RGBA ; | |
fboSettings.textureTarget = GL_TEXTURE_2D ; | |
previewFbo.allocate( fboSettings ) ; | |
//then | |
previewFbo.begin() ; | |
cam->draw( 0.f, 0.f ) ; | |
previewFbo.end() ; | |
ImTextureID textureID = ( ImTextureID )( uintptr_t )previewFbo.getTexture().getTextureData().textureID ; | |
auto size = ImGui::GetContentRegionAvail() ; // for example | |
ImGui::Image( textureID, size ) ; | |
-- | |
ofFbo::Settings fboSettings ; | |
fboSettings.width = image1.getWidth() ; | |
fboSettings.height = image1.getHeight() ; | |
fboSettings.internalformat = GL_RGBA ; | |
fboSettings.textureTarget = GL_TEXTURE_2D ; | |
fbo1.allocate( fboSettings ) ; | |
ofFbo::Settings fboSettings2; | |
fboSettings.width = image2.getWidth() ; //Note that I wrote fboSettings instead of fboSettings2, my mistake | |
fboSettings.height = image2.getHeight() ; | |
fboSettings.internalformat = GL_RGBA ; | |
fboSettings.textureTarget = GL_TEXTURE_2D ; | |
fbo2.allocate(fboSettings2); |
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