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#include "ofApp.h"
/*
so far so good, NOW
threading
parse response and identify new pictures
save pictures & metadata - rather than reloading each time?
local images format
do we need any metadata? I guess not other than to know the tag id
could save with the tag id as the name of file, simpler
how exactly do we parse or mipmap the images
do we worry about memory - I guess not
identify the images
image save- reload system (? even necessary ?)
camera + button
transitions
should the loader own the images?
should the whole image bank be locked while loading?
alternatively each image could have a lock? - threadedImage
or true mip map via drawsubsection?
start with a max size say 64 - should be 16k inc mip maps
graphics card has 2048MB
9% in use by ubuntu
117964 textures
I wonder is this faster with shared memory..
load app
get list of images in defined folder
load them and create mip maps
store indexed by file stub
start thread
when a new image comes in
load and create mip maps
how to store pictures
threaded loader works away in the background
when a new picture comes in
a data structure which is part of the threaded object
each image contains a mutex to enable the threaded object to be accessed
the instagram id is just used to match against incoming - there needs to be the pattern matching algorithm
how to draw pictures
need to search the db for pictures of a certain colour
*/
//--------------------------------------------------------------
void ofApp::setup() {
ofSetLogLevel(OF_LOG_WARNING);
ofSetFrameRate(60);
store.start();
mode=MODE_COLOURTILES;
fullscreen=false;
}
//--------------------------------------------------------------
void ofApp::update() {
ofSetWindowTitle(ofToString(ofGetFrameRate()));
}
//--------------------------------------------------------------
void ofApp::draw() {
ofBackground(0,0,0);
ofSetColor(255, 255, 255);
store.draw();
}
//--------------------------------------------------------------
void ofApp::exit() {
}
//--------------------------------------------------------------
void ofApp::keyPressed (int key) {
switch (key) {
case OF_KEY_LEFT:
mode--;
if (mode<0) mode==NUM_MODES-1;
break;
case OF_KEY_RIGHT:
mode=(mode+1)%NUM_MODES;
break;
case ' ':
fullscreen=!fullscreen;
ofSetFullscreen(fullscreen);
break;
}
}
//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::mousePressed(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::windowResized(int w, int h)
{}
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