Fortunately I have found a way to make the GUI-related coding work a bit more interesting. I decided to upgrade the main image viewer of the GUI to an OpenGL implementation. The main motivation is that with an OpenGL rendering engine you essentially get high-quality image scaling for free, meaning you can effortlessly zoom into and out of an image without any noticeable lag. If you are familiar with the older MTF Mapper GUI (prior to version 0.7.0), then you may have experienced the unbearable delays when you try to adjust the image magnification with the mouse wheel.
Integrating OpenGL into Qt was a lot simpler than I expected; maybe this is because I only had to deal with the more modern QOpenGLWidget implementation. The somewhat more unexpected learning curve hit me when I tried to draw something in OpenGL. I think the last time I wrote any OpenGL code must have been in 2002, i.e., a while before OpenGL 2.0 was released. This meant that my knowledge of OpenGL was firmly stuck in the fixed-function pipeline era, so I had to start learning from scratch how to use the modern shader-based pipeline. Fortunately Joey de Vries created an excellent set of tutorials to help me get up to speed.
Anyhow, the idea is to cut the image (which may be larger than 10000 by 10000 pixels) into manageable tiles, and to map these tiles as textures onto quads. The textures are loaded with Mipmapping enabled, so the textures on the tiles always appear smoothly rescaled regardless of the final display size of each tile. I chose to stick to power-of-two dimensions for the textures, even though modern GPUs should be able to handle non-power-of-two (NPOT) textures, mostly because I read some unconfirmed reports that certain integrated GPUs may experience slowdowns or other unexpected behaviour. With a bit of luck all these choices will maximise compatibility.
The hardest part of the OpenGL viewer was actually to implement the scrolling / zooming behaviour with the help of Qt's QAbstractScrollArea; there are very few examples of how to use this class, at least according to Google. I also discovered that if you enable zooming in/out with a mouse wheel, then it is critical that the image appears to zoom around the point in the image directly under the mouse cursor --- any other zooming strategy feels disorienting. And of course I learnt that doing this while getting both your QOpenGLWidget and your QAbstractScrollArea objects to agree on the state (i.e., where you are in the image) is not trivial.
I will update the MTF Mapper help/user guide accordingly, but for the record, here is a rundown of the image viewer controls:
- You can scroll/pan the image by holding down the left mouse button while moving the mouse.
- You can scroll/pan the image by using the mouse wheel; the default is vertical scrolling, but you can select horizontal scrolling by holding down the shift key while scrolling the wheel.
- You can zoom in/out by scrolling the mouse wheel while holding down the control key. Zooming in is limited to a maximum magnification of 2x. Images that are smaller than the current viewport (window) size cannot be zoomed, nor can you zoom out past the point where one edge of your image matches the viewport width/height.
- You can also zoom by holding down the right mouse button while moving the mouse up/down.
- You can zoom in/out using the "+" and "-" keys on the keyboard after you have clicked (with any mouse button) at the location in the image around which you would like to zoom.
- If you are viewing an "Annotated image", you can display the SFR curve of an edge by clicking on the annotation text, as described in Section 5.3 of the MTF Mapper help/user guide. The new feature is that a coloured dot will be drawn to indicate which edge you have selected, as illustrated below. (Yes, I know this feature should have been there from the start, but it would have been an enormous pain to implement without the new OpenGL viewer.)
I also discovered that actually loading a large annotated image can take a while, around 0.3 seconds on my test machine for a D7000-sized image, and around 1.8 seconds for an IQ180 image. If you are examining multiple images in a session, then switching between the images still felt painfully slow, especially if you repeatedly go back-and-forth between them. I decided to add a cache to speed this up; the default cache size is 1GB, but you can change this (in the preferences) if your machine is memory constrained, or you regularly open multiple 100 MP images (and have RAM to burn).
Since the new OpenGL-based viewer introduced a whole lot of brand-new code, I expect that there may be a few issues, so please let me know if you encounter any!
(You can download version 0.7.0 from SourceForge)
(You can download version 0.7.0 from SourceForge)