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+<title>Guide</title>
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+<body>
+
+<h1>Guide</h1>
+<h3><a name="startup">Getting Started</a></h3>
+
+ <p>It is important to understand that IM is based in 4 concepts: <b>Image Representation</b>, <b>Image Storage</b>, <b>
+ Image Processing</b> and <b>Image Capture</b>. The following picture illustrates the relation between theses concepts.</p>
+ <p align="center"><img border="0" src="imaging.gif" width="704" height="346"></p>
+ <p>IM does not have support for <b>Image Visualization</b>, because we think this is a task for a graphics library
+ like OpenGL, Windows GDI or <a target="_blank" href="http://www.tecgraf.puc-rio.br/cd/">CD
+ - Canvas Draw</a>.</p>
+ <p><b>Image Representation</b> describes the image model and its details. Which color systems are going to be used,
+ which data types, how the data is organized in memory, and how other image characteristics are accessed.</p>
+ <p><b>Image Storage</b> describers the file format model and how images are obtained or saved. <b>Image Capture</b>
+ describes the access to a capture device and obtaining an image from it. <b>Image Processing</b> describes the image
+ processing operations.</p>
+ <p>There are infinite ways to implement these concepts. There is no common definition in the literature, but there is
+ a standard called Programmer's Imaging Kernel System (PIKS) published at the ISO/IEC 12087. PIKS is a very complete
+ and also complex standard, very hard to implement. There are only a few implementations available, and the one that I
+ know is commercial software, Pixel Soft of William Pratt <a target="_blank" href="http://www.pixelsoft.com/">
+ http://www.pixelsoft.com/</a>, also author of several books on the subject.</p>
+ <p>But we want something easier to implement and understand. The free available libraries that we found where
+ sometimes close to what we want, sometimes very far. So we developed our own. </p>
+ <p>The documentation contains <b>Overview, Guide, Samples</b> and <b>Reference</b> sections for each one of the IM
+ concepts. </p>
+ <p>The <b>Guide</b> is where you are going to find the explanation about the concepts and decisions made during the
+ library design. It is the best place to understand how things works. </p>
+ <p>The <b>Reference</b> contains pure essential information for function and structure usage. But there is no
+ information on how to put the functions to work together. It is generated automatically from the source code using
+ Doxygen, this means also that the include files (*.h) are very well commented.</p>
+
+<h3><a name="buildapp">Building Applications</a></h3>
+
+ <p>Inside you code you should at least include the &lt;im.h&gt; header and link with the &quot;im.lib/libim.a/libim.so&quot; library.
+ This library contains all the <b>Image Representation</b> functions and all the <b>Image Storage</b> functions (with
+ the exception of the external formats: AVI, JP2 and WMV).</p>
+ <p>Each external format or processing usually needs a &lt;im_xx.h&gt; file and a &quot;im_xx.lib/libim_xx.a/libim_xx.so&quot; file.</p>
+ <p>Even if your applicattion is only in C, you must link with a C++ capable linker. Using Tecmake set &quot;LINKER := g++&quot;
+ in your &quot;config.mak&quot; when compiling with gcc (UNIX and Windows).</p>
+ <p>The download files list includes the <a href="download_tips.html">Tecgraf/PUC-Rio Library Download Tips</a>
+ document, with a description of all the available binaries.</p>
+
+<h3 align="left"><a name="buildlib">Building the Library</a> </h3>
+
+<p>In the Downloads you will ne able to find pre-compiled binaries for many
+platforms, all those binaries were built using Tecmake. Tecmake is a command line multi compiler build tool
+based on GNU make, available at
+ <a target="_blank" href="http://www.tecgraf.puc-rio.br/tecmake">http://www.tecgraf.puc-rio.br/tecmake</a>. Tecmake is
+ used by all the Tecgraf libraries and many applications.</p>
+<p>In UNIX, you do not need to install Tecmake, a compact version of Tecmake for
+UNIX is already included in the source code package. Just type &quot;make&quot; in the
+command line on the &quot;src&quot; folder and all libraries and executables will be
+build.
+</p>
+<p>In Windows, the easiest way to build everything is to install the Tecmake tool into your system. It is easy and helps a lot.
+ The Tecmake configuration files (*.mak) available at the &quot;src&quot; folder are very easy to understand also.
+Also there are files named
+<i>make_uname.bat</i> that build the libraries using <b>Tecmake</b>. To build for Windows using
+ Visual C 7.0 (2005) for example, just execute <i>&quot;make_uname vc7&quot;</i> , or the
+DLLs with Visual C++ 9 (2008) type <i>&quot;make_uname dll9&quot;</i>. The Visual
+Studio workspaces with the respective projects available in the source package
+is for debugging purposes only.</p>
+<p>Make sure you have all the dependencies for the library you want installed,
+see the documentation bellow.</p>
+<p>If you are going to build all the libraries,
+the makefiles and projects expect the following directory tree:</p>
+<pre>\mylibs\
+ im\
+ lua5.1\</pre>
+<h4>Libraries Dependencies</h4>
+<pre>im -&gt; <span class="style2"><strong>libjpeg</strong></span> (included)
+ -&gt; <strong><span class="style2">libpng</span></strong> (included)
+ -&gt; <strong><span class="style2">libtiff</span></strong> (included)
+ -&gt; <strong><span class="style2">zlib</span></strong> (included)
+ -&gt; <strong><span class="style2">liblzf</span></strong> (included)
+ -&gt; <strong><span class="style2">libexif</span></strong> (included)
+im_jp2 -&gt; im
+ -&gt; <strong><span class="style2">libJasper</span></strong> (included)
+im_avi -&gt; im
+ -&gt; <span class="style3"><strong>vfw32</strong></span> (system - Windows)
+im_wmv -&gt; im
+ -&gt; <strong><span class="style3">wmvcore</span></strong> (system - Windows)
+im_ecw -&gt; im
+ -&gt; <strong><span class="style3">NCSEcw</span></strong> (system)
+im_capture -&gt; <strong><span class="style3">strmiids</span></strong> (system - Windows)
+im_process -&gt; im
+im_fftw -&gt; im
+ -&gt; <strong><span class="style2">fftw</span></strong> (included)
+imlua51 -&gt; im
+ -&gt; <span class="style1"><strong>lua5.1</strong></span>
+imlua_capture51 -&gt; imlua51
+ -&gt; im_capture
+imlua_fftw51 -&gt; imlua51
+ -&gt; im_fftw
+imlua_process51 -&gt; imlua51
+ -&gt; im_process</pre>
+<p>As a general rule (excluding system dependencies and included third party
+libraries): IM has NO external dependencies, and IMLua depends on Lua.</p>
+
+<h3><a name="CD">CD Compatibility</a></h3>
+
+ <p>IM version 2 was designed to perfectly work with the <a target="_blank" href="http://www.tecgraf.puc-rio.br/cd/">CD
+ - Canvas Draw</a> toolkit. Version 3 has many more options and only for a subset of the images called Bitmaps can be
+ used with the CD functions. Theses images have data type <b>IM_BYTE</b>, and color mode
+ <b>IM_RGB, IM_GRAY,
+ IM_MAP</b> or <b>IM_BINARY</b>. They can not have the flags <b>IM_TOPDOWN</b> and
+ <b>IM_PACKED</b>.
+ But it can have the flag <b>IM_ALPHA</b> for <b>IM_RGB</b> images.</p>
+ <p>You can convert an image to a bitmap version of it using the function <b>imConvertToBitmap</b>, see
+ <a href="doxygen/group__convert.html">Image Representation / Conversion</a>.</p>
+ <p>Function <strong>cdCanvasGetImageRGB</strong> captures an image from the active canvas. Functions
+ <strong>cdCanvasPutImageRect*</strong> draw a client image on the active canvas. These
+ functions allow reducing or increasing the image when drawing.</p>
+ <p align="left">For applications in systems with only 256 colors available, we recommend the use of function <strong>
+ cdCanvasPalette</strong> before drawing the image, to improve its quality.</p>
+ <p align="left">When using the imImage structure the macro <strong>
+ imcdCanvasPutImage</strong> can be used. It is defined as:</p>
+ <div align="left">
+
+ <pre>#define imcdCanvasPutImage(_canvas, _image, _x, _y, _w, _h, _xmin, _xmax, _ymin, _ymax) \
+ { \
+ if (_image-&gt;color_space == IM_RGB) \
+ { \
+ if (image-&gt;has_alpha) \
+ cdCanvasPutImageRectRGBA(_canvas, _image-&gt;width, _image-&gt;height, \
+ (unsigned char*)_image-&gt;data[0], \
+ (unsigned char*)_image-&gt;data[1], \
+ (unsigned char*)_image-&gt;data[2], \
+ (unsigned char*)_image-&gt;data[3], \
+ _x, _y, _w, _h, _xmin, _xmax, _ymin, _ymax); \
+ else \
+ cdCanvasPutImageRectRGB(_canvas, _image-&gt;width, _image-&gt;height, \
+ (unsigned char*)_image-&gt;data[0], \
+ (unsigned char*)_image-&gt;data[1], \
+ (unsigned char*)_image-&gt;data[2], \
+ _x, _y, _w, _h, _xmin, _xmax, _ymin, _ymax); \
+ } \
+ else \
+ cdCanvasPutImageRectMap(_canvas, _image-&gt;width, _image-&gt;height, \
+ (unsigned char*)_image-&gt;data[0], _image-&gt;palette, \
+ _x, _y, _w, _h, _xmin, _xmax, _ymin, _ymax); \
+ }</pre>
+
+ </div>
+ <p align="left">CD Library is the Tecgraf 2D graphics library available at
+ <a target="_blank" href="http://www.tecgraf.puc-rio.br/cd">http://www.tecgraf.puc-rio.br/cd</a>.</p>
+
+<h3><a name="opengl">OpenGL Compatibility</a></h3>
+
+ <p>The function <b>glDrawPixels</b> accepts several data types and color modes. Here are the <b>format</b> and
+ <b>type</b> mapping for OpenGL usage:</p>
+
+ <pre> <b>IM</b> &lt;-&gt; <b>OpenGL</b></pre>
+ <pre> <b>color_mode format</b>
+IM_RGB|IM_ALPHA|IM_PACKED = GL_RGBA
+IM_RGB|IM_PACKED = GL_RGB
+IM_GRAY = GL_LUMINANCE
+IM_GRAY|IM_ALPHA|IM_PACKED = GL_LUMINANCE_ALPHA</pre>
+ <pre> <b>data_type type</b>
+IM_BYTE = GL_UNSIGNED_BYTE
+IM_BINARY = GL_BITMAP
+IM_USHORT = GL_UNSIGNED_SHORT
+IM_INT = GL_INT
+IM_FLOAT = GL_FLOAT</pre>
+
+ <p>There is no mapping for non <b>IM_PACKED</b> images so if you use unpacked planes (ex: you use the
+ <b>imImage</b> structure) then you have to convert one data into another, the function
+ <b>imConvertPacking</b>
+ does this, so you just have to keep an extra buffer for the display image and call this function only when your
+ original image has changed. See <a href="doxygen/group__convert.html">Image
+ Representation / Conversion</a>. For example:</p>
+
+ <pre>imConvertPacking(image-&gt;data[0], gl_data, image-&gt;width, image-&gt;height, image-&gt;depth, image-&gt;data_type, 0);
+glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* data alignment must be 1 */
+
+glDrawPixels(image-&gt;width, image-&gt;height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)gl_data);</pre>
+
+ <p>When loading color image data you can use the function imConvertMapToRGB to convert in-place IM_MAP image data into
+ IM_RGB after loading it from file. For example:</p>
+
+ <pre>if (imColorSpace(color_mode) == IM_MAP)
+{
+ long palette[256];
+ int palette_count, packed = 1; /* OpenGL uses packed RGB */
+ imFileGetPalette(ifile, palette, &amp;palette_count);
+ imConvertMapToRGB(gl_data, width*height, depth, packed, palette, palette_count);
+}</pre>
+
+ <p>If you just want to save your OpenGL buffer then you can use:</p>
+
+ <pre>glPixelStorei(GL_PACK_ALIGNMENT, 1); /* data alignment must be 1 */
+glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)gl_data);
+
+ifile = imFileNew(filename, format, &amp;error);
+error = imFileWriteImageInfo(ifile, width, height, IM_RGB|IM_PACKED, IM_BYTE);
+error = imFileWriteImageData(ifile, gl_data);
+imFileClose(ifile); </pre>
+
+ <p>You can also put <b>glReadPixels</b> and <b>imFileWriteImageInfo</b>/<b>imFileWriteImageData</b>
+ inside a loop to create an animation.</p>
+
+<h3><a name="compat">IM 2.x Compatibility</a></h3>
+
+ <p>In version 3.0 the library was completely rewritten. And we changed the main API to allow more powerful features.
+ But the old API is still available for backward compatibility. Version 3 is also binary compatible with version 2. </p>
+ <p>The only change that must be updated in old applications if they where recompiled is some error code definitions.
+ If you use them in a case there will cause a compiler error because <b>IM_ERR_READ</b> and
+ <b>IM_ERR_WRITE</b>
+ are now defined as <b>IM_ERR_ACCESS</b> both.</p>
+
+<h3 align="left"><a name="migra">Migrating OLD Code</a> </h3>
+
+ <p>The old API is very inefficient because the file is opened and close three times, for:
+ <b>imFileInfo</b>,
+ <b>imImageInfo</b> and <b>imLoadRGB</b>/<b>imLoadMap</b>. There is no room for attributes, so we use
+ the callbacks. And we can not load sequences of images. For these reasons we change the API. </p>
+ <p>If you would like to migrate your code using the old API the most important thing to change is the memory
+ allocation. For RGB images instead of allocating 3 separate pointers you should allocate only one pointer with room
+ for all three planes. If you still want to keep the three pointers, just do <b>green = red + width*height</b>
+ and <b>blue = red + 2*width*height</b>.</p>
+ <p>Also you should change your callbacks usage for attributes access using <b>imFileGetAttribute</b> and
+ <b>imFileSetAttribute</b>. <b>IM_RESOLUTION_CB</b> is replaced by the attributes &quot;<b>XResolution</b>&quot;, &quot;<b>YResolution</b>&quot;,
+ &quot;<b>ResolutionUnit</b>&quot;. <b>IM_GIF_TRANSPARENT_COLOR_CB</b> is replaced by &quot;<b>TransparencyIndex</b>&quot;
+ and <b>IM_TIF_IMAGE_DESCRIPTION_CB</b> by &quot;<b>Description</b>&quot;.</p>
+ <p>Except <b>IM_COUNTER_CB</b> that is not an attribute, still works with a callback, but now we implement a
+ counter system for all the library including loading, saving and processing. The user just use the
+ <b>imCounterSetCallback</b> (like before) to register it counter callback, now there are a few more parameters and a
+ user data pointer. See <a href="doxygen/group__counter.html">Utilities / Counter</a>.
+ </p>
+ <p>The function calls to <b>imImageInfo</b> and <b>imLoadRGB</b>/<b>imLoadMap</b> will be replaced
+ by a sequence of function calls to <b>imFileOpen</b>/<b>imFileNew</b>,&nbsp;
+ <b>imFileReadImageInfo</b>/<b>imFileWriteImageInfo</b>,
+ <b>imFileReadImageData</b>/<b>imFileWriteImageData</b> and <b>imFileClose</b>. See
+ <a href="doxygen/group__file.html">Image Storage</a>.</p>
+
+<h3><a name="names">Names Convention</a></h3>
+
+ <p>To improve the readability of the code we use a very simple naming convention:</p>
+ <ul>
+ <li>Global Functions and Types - &quot;im[Object][Action]&quot; using first capitals (imFileOpen)</li>
+ <li>Local Functions and Types - &quot;i[Object][Action]&quot; using first capitals (iTIFFGetCompIndex)</li>
+ <li>Local Static Variables - same as local functions and types (iFormatCount)</li>
+ <li>Local Static Tables - same as local functions and types with &quot;Table&quot; suffix (iTIFFCompTable)</li>
+ <li>Variables and Members - no prefix, all lower case (width)</li>
+ <li>Defines and Enumerations - all capitals (IM_ERR_NONE) </li>
+ </ul>
+
+<h3><a name="cpp">C x C++ Usage</a></h3>
+
+ <p>The library main API is in C. We adopt this because of the many C programmers out there. Some of the API is also
+ available in C++ for those addicted to classes.</p>
+ <p>Internally C++ is used to implement the format driver base architecture. A virtual base class that every drivers
+ inherits from. This made a lot of things easier to the driver development. But we keep it simple, no multiple
+ inheritance, no exception handling, no complicated classes.</p>
+ <p>But because we need several data types C++ templates were inevitable used (since we do not like long macros
+ everywhere). But they are used only for processing functions, not classes.</p>
+
+
+</body>
+
+</html>