I'd like to do the following:
Read RGB color values from a 24 bit PNG image
Average the RGB values and store them into an array of Glubytes.
I have provided my function that I was hoping would perform these 2 steps.
My function returns an array of Glubytes, however all elements have a value of 0.
So im guessing im reading the image data incorrectly.
What am i going wrong in reading the image? (perhaps my format is incorrect).
Here is my function:
+ (GLubyte *) LoadPhotoAveragedIndexPNG:(UIImage *)image numPixelComponents: (int)numComponents
{
// Load an image and return byte array.
CGImageRef textureImage = image.CGImage;
if (textureImage == nil)
{
NSLog(#"LoadPhotoIndexPNG: Failed to load texture image");
return nil;
}
NSInteger texWidth = CGImageGetWidth(textureImage);
NSInteger texHeight = CGImageGetHeight(textureImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
GLubyte *indexedData = (GLubyte *)malloc(texWidth * texHeight);
GLubyte *rawData = (GLubyte *)malloc(texWidth * texHeight * numComponents);
CGContextRef textureContext = CGBitmapContextCreate(
rawData,
texWidth,
texHeight,
8,
texWidth * numComponents,
colorSpace,
kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(textureContext,
CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight),
textureImage);
CGContextRelease(textureContext);
int rawDataLength = texWidth * texHeight * numComponents;
for (int i = 0, j = 0; i < rawDataLength; i += numComponents)
{
GLubyte b = rawData[i];
GLubyte g = rawData[i + 1];
GLubyte r = rawData[i + 2];
indexedData[j++] = (r + g + b) / 3;
}
return indexedData;
}
Here is the test image im loading (RGB colorspace in PNG format):
Do check with some logging if the parameters b,g and r are producing normal values in the last for loop. Where you made a mistake is indexedData[j++] = (r + g + b) / 3; those 3 parameters are sizeof 1 byte and you can not sum them up like that. Use a larger integer, typecast them and typecast the result back to array. (You are most likely getting overflow)
Apart from your original problem there's a major problem here (maybe even related)
for (int i = 0, j = 0; i < rawDataLength; i += numComponents)
{
GLubyte b = rawData[i];
GLubyte g = rawData[i + 1];
GLubyte r = rawData[i + 2];
indexedData[j++] = (r + g + b) / 3;
}
Namely the expression
(r + g + b)
This expression will be performed on GLubyte sized integer operations. If the sum of r+g+b is larger than the type GLubyte can hold it will overflow. Whenever you're processing data through intermediary variables (good style!) choose the variable types large enough to hold the largest value you can encounter. Another method was casting the expression like
indexedData[j++] = ((uint16_t)r + (uint16_t)g + (uint16_t)b) / 3;
But that's cumbersome to read. Also if you're processing integers of a known size, use the types found in stdint.h. You know, that you're expecting 8 bits per channel. Also you can use the comma operator in the for increment clause
uint8_t *indexedData = (GLubyte *)malloc(texWidth * texHeight);
/* ... */
for (int i = 0, j = 0; i < rawDataLength; i += numComponents, j++)
{
uint16_t b = rawData[i];
uint16_t g = rawData[i + 1];
uint16_t r = rawData[i + 2];
indexedData[j] = (r + g + b) / 3;
}
Related
I'm using the following method from the Advanced Video Example on Github to capture the raw video data:
- (AgoraVideoRawData *)mediaDataPlugin:(AgoraMediaDataPlugin *)mediaDataPlugin didCapturedVideoRawData:(AgoraVideoRawData *)videoRawData
I have already been able to convert the Y U V buffers to a CVPixelBuffer > CIImage and apply the blur, but i'm having trouble translating the CIImage data back into YUV buffers.
I already succeeded into setting random values to the yuv-buffers which results in a grey video frame being sent to the other user.
memset(videoRawData.yBuffer, 128, videoRawData.yStride * videoRawData.height);
memset(videoRawData.uBuffer, 128, videoRawData.uStride * videoRawData.height / 2);
memset(videoRawData.vBuffer, 128, videoRawData.vStride * videoRawData.height / 2);
Could someone point me in the right direction on how to translate CIImage data back into YUV buffers? Or if there is a more efficient way to blur a YUV videodata stream, i'm willing to try that.
I have found a solutation that works for me. I will try to post a complete answer so others might find a solution that works for them. See comments in code for more explanation.
Set these helpers somewhere in your file. This will be used later to calculate the RGB values of each color pixel:
#define Mask8(x) ( (x) & 0xFF )
#define R(x) ( Mask8(x) )
#define G(x) ( Mask8(x >> 8 ) )
#define B(x) ( Mask8(x >> 16) )
All code posted here is inside the - (AgoraVideoRawData *)mediaDataPlugin:(AgoraMediaDataPlugin *)mediaDataPlugin didCapturedVideoRawData:(AgoraVideoRawData *)videoRawData method for simplicity sake of answerring this question.
- (AgoraVideoRawData *)mediaDataPlugin:(AgoraMediaDataPlugin *)mediaDataPlugin didCapturedVideoRawData:(AgoraVideoRawData *)videoRawData
{
// create pixelbuffer from raw video data
NSDictionary *pixelAttributes = #{(NSString *)kCVPixelBufferIOSurfacePropertiesKey:#{}};
CVPixelBufferRef pixelBuffer = NULL;
CVReturn result = CVPixelBufferCreate(kCFAllocatorDefault,
videoRawData.width,
videoRawData.height,
kCVPixelFormatType_420YpCbCr8BiPlanarFullRange, // NV12
(__bridge CFDictionaryRef)(pixelAttributes),
&pixelBuffer);
if (result != kCVReturnSuccess) {
NSLog(#"Unable to create cvpixelbuffer %d", result);
}
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
unsigned char *yDestPlane = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
for (int i = 0, k = 0; i < videoRawData.height; i ++) {
for (int j = 0; j < videoRawData.width; j ++) {
yDestPlane[k++] = videoRawData.yBuffer[j + i * videoRawData.yStride];
}
}
unsigned char *uvDestPlane = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
for (int i = 0, k = 0; i < videoRawData.height / 2; i ++) {
for (int j = 0; j < videoRawData.width / 2; j ++) {
uvDestPlane[k++] = videoRawData.uBuffer[j + i * videoRawData.uStride];
uvDestPlane[k++] = videoRawData.vBuffer[j + i * videoRawData.vStride];
}
}
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
// create CIImage from pixel buffer
CIImage *coreImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];
// apply pixel filter to image
CIFilter *pixelFilter = [CIFilter filterWithName:#"CIPixellate"];
[pixelFilter setDefaults];
[pixelFilter setValue:coreImage forKey:kCIInputImageKey];
[pixelFilter setValue:#40 forKey:#"inputScale"];
CIVector *vector = [[CIVector alloc] initWithX:160 Y:160]; // x & y should be multiple of 'inputScale' parameter
[pixelFilter setValue:vector forKey:#"inputCenter"];
CIImage *outputBlurredImage = [pixelFilter outputImage];
CIContext *blurImageContext = [CIContext contextWithOptions:nil];
CGImageRef inputCGImage = [blurImageContext createCGImage:outputBlurredImage fromRect:[coreImage extent]];
// write blurred image data to YUV buffers
NSUInteger blurredWidth = CGImageGetWidth(inputCGImage);
NSUInteger blurredHeight = CGImageGetHeight(inputCGImage);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * blurredWidth;
NSUInteger bitsPerComponent = 8;
UInt32 * pixels = (UInt32 *) calloc(blurredHeight * blurredWidth, sizeof(UInt32));
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pixels, blurredWidth, blurredHeight, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGContextDrawImage(context, CGRectMake(0, 0, blurredWidth, blurredHeight), inputCGImage);
int frameSize = videoRawData.width * videoRawData.height;
int yIndex = 0; // Y start index
int uIndex = frameSize; // U statt index
int vIndex = frameSize * 5 / 4; // V start index: w*h*5/4
// allocate buffers to store YUV data
UInt32 *currentPixel = pixels;
char *yBuffer = malloc( sizeof(char) * ( frameSize + 1 ) );
char *uBuffer = malloc( sizeof(char) * ( uIndex + frameSize + 1 ) );
char *vBuffer = malloc( sizeof(char) * ( vIndex + frameSize + 1 ) );
// loop through each RGB pixel and translate to YUV
for (int j = 0; j < blurredHeight; j++) {
for (int i = 0; i < blurredWidth; i++) {
UInt32 color = *currentPixel;
UInt32 R = R(color);
UInt32 G = G(color);
UInt32 B = B(color);
UInt32 Y = ((66 * R + 129 * G + 25 * B + 128) >> 8) + 16;
UInt32 U = ((-38 * R - 74 * G + 112 * B + 128) >> 8) + 128;
UInt32 V = ((112 * R - 94 * G - 18 * B + 128) >> 8) + 128;
yBuffer[yIndex++] = Y;
if (j % 2 == 0 && i % 2 == 0) {
uBuffer[uIndex++] = U;
vBuffer[vIndex++] = V;
}
currentPixel++;
}
}
// copy new YUV values to given videoRawData object buffers
memcpy((void*)videoRawData.yBuffer, yBuffer, strlen(yBuffer));
memcpy((void*)videoRawData.uBuffer, uBuffer, strlen(uBuffer));
memcpy((void*)videoRawData.vBuffer, vBuffer, strlen(vBuffer));
// cleanup
CVPixelBufferRelease(pixelBuffer);
CGImageRelease(inputCGImage);
CGColorSpaceRelease(colorSpace);
CGContextRelease(context);
free(pixels);
free(yBuffer);
free(uBuffer);
free(vBuffer);
return videoRawData;
}
How can I copy cv::Mat data back into the sampleBuffer?
My scenario as follow :
I create a cv::Mat from pixelBuffer for landmark detection and add the landmarks to cv::Mat image data. I'd like to copy this cv::Mat into the sample buffer to be shown with the landmark.
Is this possible ?
I achieved this with dlib but need to know how to do it with cv::mat:
char *baseBuffer = (char *)CVPixelBufferGetBaseAddress(imageBuffer);
img.reset();
long position = 0;
while (img.move_next()) {
dlib::bgr_pixel& pixel = img.element();
long bufferLocation = position * 4; //(row * width + column) * 4;
char b = baseBuffer[bufferLocation];
char g = baseBuffer[bufferLocation + 1];
char r = baseBuffer[bufferLocation + 2];
dlib::bgr_pixel newpixel(b, g, r);
pixel = newpixel;
position++;
}
I am answering my own question.
First thing, you need to access the pixel data of cv::mat Image, I followed this great solution
Then you need to copy pixel into the buffer starting from the basebuffer. Following code should help you achieve this :
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
char *baseBuffer = (char *)CVPixelBufferGetBaseAddress(imageBuffer);
long position = 0;
uint8_t* pixelPtr = (uint8_t*)targetImage.data;
int cn = targetImage.channels();
cv::Scalar_<uint8_t> rgbPixel;
for(int i = 0; i < targetImage.rows; i++)
{
for(int j = 0; j < targetImage.cols; j++)
{
long bufferLocation = position * 4;
rgbPixel.val[0] = pixelPtr[i*targetImage.cols*cn + j*cn + 0]; // B
rgbPixel.val[1] = pixelPtr[i*targetImage.cols*cn + j*cn + 1]; // G
rgbPixel.val[2] = pixelPtr[i*targetImage.cols*cn + j*cn + 2]; // R
baseBuffer[bufferLocation] = rgbPixel.val[2];
baseBuffer[bufferLocation + 1] = rgbPixel.val[1];
baseBuffer[bufferLocation + 2] = rgbPixel.val[0];
position++;
}
}
Some things to take note of
make sure you CVPixelBufferLockBaseAddress and
CVPixelBufferUnlockBaseAddress before and after the operation. I
am doing this on CV_8UC3, you might want to check your cv::mat
type.
I haven't done the performance analysis but I am getting smooth output with this.
An intermediate step of my current project requires conversion of opencv's cv::Mat to MTLTexture, the texture container of Metal. I need to store the Floats in the Mat as Floats in the texture; my project cannot quite afford the loss of precision.
This is my attempt at such a conversion.
- (id<MTLTexture>)texForMat:(cv::Mat)image context:(MBEContext *)context
{
id<MTLTexture> texture;
int width = image.cols;
int height = image.rows;
Float32 *rawData = (Float32 *)calloc(height * width * 4,sizeof(float));
int bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * width;
float r, g, b,a;
for(int i = 0; i < height; i++)
{
Float32* imageData = (Float32*)(image.data + image.step * i);
for(int j = 0; j < width; j++)
{
r = (Float32)(imageData[4 * j]);
g = (Float32)(imageData[4 * j + 1]);
b = (Float32)(imageData[4 * j + 2]);
a = (Float32)(imageData[4 * j + 3]);
rawData[image.step * (i) + (4 * j)] = r;
rawData[image.step * (i) + (4 * j + 1)] = g;
rawData[image.step * (i) + (4 * j + 2)] = b;
rawData[image.step * (i) + (4 * j + 3)] = a;
}
}
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA16Float
width:width
height:height
mipmapped:NO];
texture = [context.device newTextureWithDescriptor:textureDescriptor];
MTLRegion region = MTLRegionMake2D(0, 0, width, height);
[texture replaceRegion:region mipmapLevel:0 withBytes:rawData bytesPerRow:bytesPerRow];
free(rawData);
return texture;
}
But it doesn't seem to be working. It reads zeroes every time from the Mat, and throws up EXC_BAD_ACCESS. I need the MTLTexture in MTLPixelFormatRGBA16Float to keep the precision.
Thanks for considering this issue.
One problem here is you’re loading up rawData with Float32s but your texture is RGBA16Float, so the data will be corrupted (16Float is half the size of Float32). This shouldn’t cause your crash, but it’s an issue you’ll have to deal with.
Also as “chappjc” noted you’re using ‘image.step’ when writing your data out, but that buffer should be contiguous and not ever have a step that’s not just (width * bytesPerPixel).
This code should get me each pixel's values starting from a CGImageRef:
UIImage* image = [UIImage imageNamed:#"mask.bmp"];
CGImageRef aCGImageRef = image.CGImage;
CFDataRef rawData = CGDataProviderCopyData(CGImageGetDataProvider(aCGImageRef));
UInt8 * buf = (UInt8 *) CFDataGetBytePtr(rawData);
int length = CFDataGetLength(rawData);
CFRelease(rawData);
int no_of_channels = 3;
int image_width = SCREEN_WIDTH();
unsigned long row_stride = image_width * no_of_channels; // 960 bytes in this case
unsigned long x_offset = x * no_of_channels;
/* assuming RGB byte order (as opposed to BGR) */
UInt8 r = *(rawData + row_stride * y + x_offset );
UInt8 g = *(rawData + row_stride * y + x_offset + 1);
UInt8 b = *(rawData + row_stride * y + x_offset + 2);
These last three lines would do the trick, but the compiler says it won't do it with x and y as floats. So I casted them to int, but now it says
Arithmetic on a pointer to an incomplete type const struct __CFData
How do I fix that?
You want to do your arithmetic on the byte pointer itself, not to the CFData struct (which has the bytes as a member). That means using the buf variable from above:
UInt8 r = *(buf + row_stride * y + x_offset );
UInt8 g = *(buf + row_stride * y + x_offset + 1);
UInt8 b = *(buf + row_stride * y + x_offset + 2);
I'm writing an image editing programme, and I need functionality to dither any arbitrary 24-bit RGB image (I've taken care of loading it with CoreGraphics and such) to an image with 3 bit colour channels, then displaying it. I've set up my matrices and such, but I've not got any results from the code below besides a simple pattern that is applied to the image:
- (CGImageRef) ditherImageTo16Colours:(CGImageRef)image withDitheringMatrixType:(SQUBayerDitheringMatrix) matrix {
if(image == NULL) {
NSLog(#"Image is NULL!");
return NULL;
}
unsigned int imageWidth = CGImageGetWidth(image);
unsigned int imageHeight = CGImageGetHeight(image);
NSLog(#"Image size: %u x %u", imageWidth, imageHeight);
CGContextRef context = CGBitmapContextCreate(NULL,
imageWidth,
imageHeight,
8,
4 * (imageWidth),
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB),
kCGImageAlphaNoneSkipLast);
CGContextDrawImage(context, CGRectMake(0, 0, imageWidth, imageHeight), image); // draw it
CGImageRelease(image); // get rid of the image, we don't want it anymore.
unsigned char *imageData = CGBitmapContextGetData(context);
unsigned char ditheringModulusType[0x04] = {0x02, 0x03, 0x04, 0x08};
unsigned char ditheringModulus = ditheringModulusType[matrix];
unsigned int red;
unsigned int green;
unsigned int blue;
uint32_t *memoryBuffer;
memoryBuffer = (uint32_t *) malloc((imageHeight * imageWidth) * 4);
unsigned int thresholds[0x03] = {256/8, 256/8, 256/8};
for(int y = 0; y < imageHeight; y++) {
for(int x = 0; x < imageWidth; x++) {
// fetch the colour components, add the dither value to them
red = (imageData[((y * imageWidth) * 4) + (x << 0x02)]);
green = (imageData[((y * imageWidth) * 4) + (x << 0x02) + 1]);
blue = (imageData[((y * imageWidth) * 4) + (x << 0x02) + 2]);
if(red > 36 && red < 238) {
red += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
} if(green > 36 && green < 238) {
green += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
} if(blue > 36 && blue < 238) {
blue += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
}
// memoryBuffer[(y * imageWidth) + x] = (0xFF0000 + ((x >> 0x1) << 0x08) + (y >> 2));
memoryBuffer[(y * imageWidth) + x] = find_closest_palette_colour(((red & 0xFF) << 0x10) | ((green & 0xFF) << 0x08) | (blue & 0xFF));
}
}
//CGContextRelease(context);
context = CGBitmapContextCreate(memoryBuffer,
imageWidth,
imageHeight,
8,
4 * (imageWidth),
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB),
kCGImageAlphaNoneSkipLast);
NSLog(#"Created context from buffer: %#", context);
CGImageRef result = CGBitmapContextCreateImage(context);
return result;
}
Note that find_closest_palette_colour doesn't do anything besides returning the original colour right now for testing.
I'm trying to implement the example pseudocode from Wikipedia, and I don't really get anything out of that right now.
Anyone got a clue on how to fix this up?
Use the code that I have provided here: https://stackoverflow.com/a/17900812/342646
This code converts the image to a single-channel gray-scale first. If you want the dithering to be done on a three-channel image, you can just split your image into three channels and call the function three times (once per channel).