Using loaded .raw image data as a IDirect3DTexture9 texture in DirectX9? - directx

Im trying to make use of a simple .raw loader as an easy way to load images into a program to be used as textures by DirectX9.
I have a problem in that the D3DX functions are not available to me at all, nor can i find them anywhere. I have constructed my own matrix routines fine, but can't use the D3DX Texture file function without some pointers.
I've done my homework, so i'm thinking what i need is to use the CreateTexture function and some code to marry my unsigned char image with IDirect3DTexture9 *DXTexture.
IDirect3DTexture9 *DXTexture;
unsigned char texture;
loadRawImage(&texture, "tex", 128, 128);
g_pD3DDevice->CreateTexture(128,128,0,D3DUSAGE_DYNAMIC,D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &DXTexture,NULL);
//code required here to marry my unsigned char image with DXTexture
g_pD3DDevice->SetTexture(0, texture);
I've seen this page, looks sort of like what i need..
http://www.gamedev.net/topic/567044-problem-loading-image-data-into-idirect3dtexture9/
IDirect3DTexture9* tempTexture = 0;
HRESULT hr = device->CreateTexture(this->width,this,>height,0,D3DUSAGE_DYNAMIC,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT,&tempTexture,0);
//assignment pointer
D3DCOLOR *Ptr;
unsigned char *tempPtr = 0; // increment pointer
int count = 0; //index into color data
//lock texture and get ptr
D3DLOCKED_RECT rect;
hr = tempTexture->LockRect(0,&rect,0,D3DLOCK_DISCARD);
tempPtr = (unsigned char*)rect.pBits; // assign to unsigned char
// pointer to make pointer arithmetic
// smooth
for(unsigned int i = 0; i < this->height; i++)
{
tempPtr += rect.Pitch; //move to next line in texture
Ptr = (D3DCOLOR*)tempPtr;
for(unsigned int j = 0; j < this->width; j++)
{
Ptr[j] = D3DCOLOR_XRGB(this->imageData[count++],
this->imageData[count++],
this->imageData[count++]);
}
}
tempTexture->UnlockRect(0);
Any pointers would be appreciated. This is for a small demo so code is being kept down to a minimum.
EDIT to respond to drop
Basically my question is how can I use the loaded .raw image data as a DirectX9 texture? I know there must be some internal byte format in which IDirectTexture9 textures are arranged, I just need some pointers on how to convert my data to this format.This is without using D3DX functions.

Have a try using below approach
D3DLOCKED_RECT rect;
ppTexture->LockRect( 0, &rect, 0, D3DLOCK_DISCARD );
unsigned char* dest = static_cast<unsigned char*>(rect.pBits);
memcpy(dest, &pBitmapData[0], sizeof(unsigned char) * biWidth * biHeight * 4);
ppTexture->UnlockRect(0);

Related

Initialising texture of MTLPixelFormatR32Float in metal

I have a buffer initialised with a single-channel floating point image, which I need to get into a floating point format texture (MTLPixelFormatR32Float). I've tried creating the texture with that format and doing the following:
float *rawData = (float*)malloc(sizeof(float) * img.cols * img.rows);
for(int i = 0; i < img.rows; i++){
for(int j = 0; j < img.cols; j++){
rawData[i * img.cols + j] = img.at<float>(i, j);
}
}
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatR32Float
width:img.cols
height:img.rows
mipmapped:NO];
[texture replaceRegion:region mipmapLevel:0 withBytes:&rawData bytesPerRow:bytesPerRow];
where rawData is my buffer with the necessary floating point data. This doesn't work, I get an EXC_BAD_ACCESS error on the [texture replaceRegion...] line. I've also tried the MTKTextureLoader, which also returns nil instead of the texture.
Help would be appreciated. I would be most grateful if anyone has a working method of how to initialise the MTLPixelFormatR32Float texture with custom floating point data for data-parallel computation purposes.
The bytes that you pass to replaceRegion should point to your data. You are incorrectly passing a pointer to a pointer.
To fix it, replace withBytes:&rawData with withBytes:rawData

xcode CVpixelBuffer shows negative values

I am using xcode and is currently trying to extract pixel values from the pixel buffer using the following code. However, when i print out the pixel values, it consists of negative values. Anyone has encountered such problem before?
part of the code is as below
- (void)captureOutput:(AVCaptureOutput*)captureOutput didOutputSampleBuffer:
(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection*)connection
{
CVImageBufferRef Buffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(Buffer, 0);
uint8_t* BaseAddress = (uint8_t*)CVPixelBufferGetBaseAddressOfPlane(Buffer, 0);
size_t Width = CVPixelBufferGetWidth(Buffer);
size_t Height = CVPixelBufferGetHeight(Buffer);
if (BaseAddress)
{
IplImage* Temporary = cvCreateImage(cvSize(Width, Height), IPL_DEPTH_8U, 4);
Temporary->imageData = (char*)BaseAddress;
for (int i = 0; i < Temporary->width * Temporary->height; ++i) {
NSLog(#"Pixel value: %d",Temporary->imageData[i]);
//where i try to print the pixels
}
}
The issue is that imageData of IplImage is a signed char. Thus, anything greater than 127 will appear as a negative number.
You can simply assign it to an unsigned char, and then print that, and you'll see values in the range between 0 and 255, like you probably anticipated:
for (int i = 0; i < Temporary->width * Temporary->height; ++i) {
unsigned char c = Temporary->imageData[i];
NSLog(#"Pixel value: %u", c);
}
Or you can print that in hex:
NSLog(#"Pixel value: %02x", c);

Image Processing: Image has grid lines after applying filter

I'm very new to working with image processing at a low level and have just had a go at implementing a gaussian kernel with both GPU and CPU - however both yield the same output, an image which is severely skewed by a grid:
I'm aware I could use OpenCV's pre-built functions to handle the filters, but I wanted to learn the methodology behind it, so I built my own.
Convolution kernel:
// Convolution kernel - this manipulates the given channel and writes out a new blurred channel.
void convoluteChannel_cpu(
const unsigned char* const channel, // Input channel
unsigned char* const channelBlurred, // Output channel
const size_t numRows, const size_t numCols, // Channel width/height (rows, cols)
const float *filter, // The weight of sigma, to convulge
const int filterWidth // This is normally a sample of 9
)
{
// Loop through the images given R, G or B channel
for(int rows = 0; rows < (int)numRows; rows++)
{
for(int cols = 0; cols < (int)numCols; cols++)
{
// Declare new pixel colour value
float newColor = 0.f;
// Loop for every row along the stencil size (3x3 matrix)
for(int filter_x = -filterWidth/2; filter_x <= filterWidth/2; filter_x++)
{
// Loop for every col along the stencil size (3x3 matrix)
for(int filter_y = -filterWidth/2; filter_y <= filterWidth/2; filter_y++)
{
// Clamp to the boundary of the image to ensure we don't access a null index.
int image_x = __min(__max(rows + filter_x, 0), static_cast<int>(numRows -1));
int image_y = __min(__max(cols + filter_y, 0), static_cast<int>(numCols -1));
// Assign the new pixel value to the current pixel, numCols and numRows are both 3, so we only
// need to use one to find the current pixel index (similar to how we find the thread in a block)
float pixel = static_cast<float>(channel[image_x * numCols + image_y]);
// Sigma is the new weight to apply to the image, we perform the equation to get a radnom weighting,
// if we don't do this the image will become choppy.
float sigma = filter[(filter_x + filterWidth / 2) * filterWidth + filter_y + filterWidth/2];
//float sigma = 1 / 81.f;
// Set the new pixel value
newColor += pixel * sigma;
}
}
// Set the value of the next pixel at the current image index with the newly declared color
channelBlurred[rows * numCols + cols] = newColor;
}
}
}
I call this 3 times from another method which splits the image into respective R, G, B channels, but I don't believe this would cause the image to be so severely mutated.
Has anybody encountered a problem similar to this before, and if so how did you solve it?
EDIT Channel Splitting Func:
void gaussian_cpu(
const uchar4* const rgbaImage, // Our input image from the camera
uchar4* const outputImage, // The image we are writing back for display
size_t numRows, size_t numCols, // Width and Height of the input image (rows/cols)
const float* const filter, // The value of sigma
const int filterWidth // The size of the stencil (3x3) 9
)
{
// Build an array to hold each channel for the given image
unsigned char *r_c = new unsigned char[numRows * numCols];
unsigned char *g_c = new unsigned char[numRows * numCols];
unsigned char *b_c = new unsigned char[numRows * numCols];
// Build arrays for each of the output (blurred) channels
unsigned char *r_bc = new unsigned char[numRows * numCols];
unsigned char *g_bc = new unsigned char[numRows * numCols];
unsigned char *b_bc = new unsigned char[numRows * numCols];
// Separate the image into R,G,B channels
for(size_t i = 0; i < numRows * numCols; i++)
{
uchar4 rgba = rgbaImage[i];
r_c[i] = rgba.x;
g_c[i] = rgba.y;
b_c[i] = rgba.z;
}
// Convolute each of the channels using our array
convoluteChannel_cpu(r_c, r_bc, numRows, numCols, filter, filterWidth);
convoluteChannel_cpu(g_c, g_bc, numRows, numCols, filter, filterWidth);
convoluteChannel_cpu(b_c, b_bc, numRows, numCols, filter, filterWidth);
// Recombine the channels to build the output image - 255 for alpha as we want 0 transparency
for(size_t i = 0; i < numRows * numCols; i++)
{
uchar4 rgba = make_uchar4(r_bc[i], g_bc[i], b_bc[i], 255);
outputImage[i] = rgba;
}
}
EDIT Calling the kernel
while(gpu_frames > 0)
{
//cout << gpu_frames << "\n";
camera >> frameIn;
// Allocate I/O Pointers
beginStream(&h_inputFrame, &h_outputFrame, &d_inputFrame, &d_outputFrame, &d_redBlurred, &d_greenBlurred, &d_blueBlurred, &_h_filter, &filterWidth, frameIn);
// Show the source image
imshow("Source", frameIn);
g_timer.Start();
// Allocate mem to GPU
allocateMemoryAndCopyToGPU(numRows(), numCols(), _h_filter, filterWidth);
// Apply the gaussian kernel filter and then free any memory ready for the next iteration
gaussian_gpu(h_inputFrame, d_inputFrame, d_outputFrame, numRows(), numCols(), d_redBlurred, d_greenBlurred, d_blueBlurred, filterWidth);
// Output the blurred image
cudaMemcpy(h_outputFrame, d_frameOut, sizeof(uchar4) * numPixels(), cudaMemcpyDeviceToHost);
g_timer.Stop();
cudaDeviceSynchronize();
gpuTime += g_timer.Elapsed();
cout << "Time for this kernel " << g_timer.Elapsed() << "\n";
Mat outputFrame(Size(numCols(), numRows()), CV_8UC1, h_outputFrame, Mat::AUTO_STEP);
clean_mem();
imshow("Dest", outputFrame);
// 1ms delay to prevent system from being interrupted whilst drawing the new frame
waitKey(1);
gpu_frames--;
}
And then within the beginStream() method, images are converted to uchar4:
// Allocate host variables, casting the frameIn and frameOut vars to uchar4 elements, these will
// later be processed by the kernel
*h_inputFrame = (uchar4 *)frameIn.ptr<unsigned char>(0);
*h_outputFrame = (uchar4 *)frameOut.ptr<unsigned char>(0);
There are many doubts in the problem.
At the start of the code, its mentioned that the filter width is 9, thus making it a 9x9 kernel. But in some other comments its said to be 3. So I am guessing that you are actually using a 9x9 kernel and the filter do have the 81 weights in them.
But the above output can never be due to the above mentioned confusion.
uchar4 is of 4-byte size. Thus in gaussian_cpu while splitting the data by running the loop over rgbaImage[i] on an image that doesnot contain alpha value (it could be inferred from the above mentioned loop that alpha is not present) what actually gets done is that your are copying R1,G2,B3,R5,G6,B7 and so on to the red-channel. Better you initially try the code on a grayscale image and make sure you are using uchar instead of uchar4.
The output image seems exactly 1/3rd the width of the original image, which makes the above assumption to be true.
EDIT 1:
Is the input rgbaImage to guassian_cpu function RGBA or RGB? videoCapture must be giving a 3 channel output. The initialization of *h_inputFrame (to uchar4) itself is wrong as its pointing to 3 channel data.
Similarly the output data is four channel data, but Mat outputFrame is declared as a single channel which points to this four channel data. Try Mat outputFrame as 8UC3 type and see the result.
Also, how is the code working, the guassian_cpu() function has 7 input parameters in the definition, but when you call the function 8 parameters are used. Hope this is just a typo.

How can I obtain all the image pixels from a UIImage object [duplicate]

This question already has answers here:
Get underlying NSData from UIImage
(7 answers)
Closed 8 years ago.
My task is to obtain all the image pixels from a UIImage object, and then store them in a variable. It is not difficult for me to do that for colour image:
CGColorSpaceRef colorSpace = CGImageGetColorSpace(image.CGImage);
size_t ele = CGColorSpaceGetNumberOfComponents(colorSpace);
CGFloat cols = image.size.width;
CGFloat rows = image.size.height;
// Create memory for the input image
unsigned char *img_mem;
img_mem = (unsigned char*) malloc(rows*cols*4);
unsigned char *my_img;
my_img = (unsigned char *)malloc(rows*cols*3);
CGContextRef contextRef = CGBitmapContextCreate(img_mem, cols, // Width of bitmap
rows, // Height of bitmap
8, // Bits per component
cols*4, // Bytes per row
colorSpace, // Colorspace
kCGImageAlphaNoneSkipLast|kCGBitmapByteOrderDefault); // Bitmap info flags
CGContextDrawImage(contextRef, CGRectMake(0, 0, cols, rows), image.CGImage);
CGContextRelease(contextRef);
CGColorSpaceRelease(colorSpace);
unsigned int pos_new;
unsigned int pos_old;
for(int i=0; i<rows; i++)
{
pos_new = i*cols*3;
pos_old = i*cols*4;
for(int j=0; j<cols; j++)
{
my_img[j*3+pos_new] = img_mem[pos_old+j*4];
my_img[j*3+pos_new+1] = img_mem[pos_old+j*4+1];
my_img[j*3+pos_new+2] = img_mem[pos_old+j*4+2];
}
}
free(img_mem);
//All the pixels are installed in my_img
free(my_img);
My problem is the above codes are useful for colour image, but for grayscale image I do not how to do it. Any ideas?
The trouble is you've got hard-coded numbers in your code that make assumptions about your input and output image formats. Doing it this way completely depends on the exact format of your greyscale source image, and equally on what format you want the resultant image to be in.
If you are sure the images will always be, say, 8-bit single-channel greyscale, then you could get away with simply removing all occurrences of *4 and *3 in your code, and reducing the final inner loop to only handle a single channel:-
for(int j=0; j<cols; j++)
{
my_img[j+pos_new] = img_mem[pos_old+j];
}
But if the output image is going to be 24-bit (as your code seems to imply) then you'll have to leave in all the occurrences of *3 and your inner loop would read:-
for(int j=0; j<cols; j++)
{
my_img[j*3+pos_new] = img_mem[pos_old+j];
my_img[j*3+pos_new+1] = img_mem[pos_old+j];
my_img[j*3+pos_new+2] = img_mem[pos_old+j];
}
This would create greyscale values in 24 bits.
To make it truly flexible you should look at the components of your colorSpace and dynamically code your pixel processing loops based on that, or at least throw some kind of exception or error if the image format is not what your code expects.
Please refer to the category (UIImage+Pixels) on the link : http://b2cloud.com.au/tutorial/obtaining-pixel-data-from-a-uiimage

writing to IplImage imageData

I want to write data directly into the imageData array of an IplImage, but I can't find a lot of information on how it's formatted. One thing that's particularly troubling me is that, despite creating an image with three channels, there are four bytes to each pixel.
The function I'm using to create the image is:
IplImage *frame = cvCreateImage(cvSize(1, 1), IPL_DEPTH_8U, 3);
By all indications, this should create a three channel RGB image, but that doesn't seem to be the case.
How would I, for example, write a single red pixel to that image?
Thanks for any help, it's get me stumped.
If you are looking at frame->imageSize keep in mind that it is frame->height * frame->widthStep, not frame->height * frame->width.
BGR is the native format of OpenCV, not RGB.
Also, if you're just getting started, you should consider using the C++ interface (where Mat replaces IplImage) since that is the future direction and it's a lot easier to work with.
Here's some sample code that accesses pixel data directly:
int main (int argc, const char * argv[]) {
IplImage *frame = cvCreateImage(cvSize(41, 41), IPL_DEPTH_8U, 3);
for( int y=0; y<frame->height; y++ ) {
uchar* ptr = (uchar*) ( frame->imageData + y * frame->widthStep );
for( int x=0; x<frame->width; x++ ) {
ptr[3*x+2] = 255; //Set red to max (BGR format)
}
}
cvNamedWindow("window", CV_WINDOW_AUTOSIZE);
cvShowImage("window", frame);
cvWaitKey(0);
cvReleaseImage(&frame);
cvDestroyWindow("window");
return 0;
}
unsigned char* imageData = [r1, g1, b1, r2, g2, b2, ..., rN, bn, gn]; // n = height*width of image
frame->imageData = imageData.
Take Your image that is a dimensional array of height N and width M and arrange it into a row-wise vector of length N*M. Make this of type unsigned char* for IPL_DEPTH_8U images.
Straight to your answer, painting the pixel red:
IplImage *frame = cvCreateImage(cvSize(1, 1), IPL_DEPTH_8U, 3);
int y,x;
x=0;y=0; //Pixel coordinates. Use this for bigger images than a single pixel.
int C=2; //0 for blue, 1 for green and 2 for red (BGR is the default format).
frame->imageData[y*frame->widthStep+3*x+C]=(uchar)255;

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