Converting colorspaces in Objective-C - c++

How can I convert from device colour space to calibrated RGB space.Please try to add changes to the following code:
NSColor *MyColorAtScreenCoordinate(CGDirectDisplayID displayID, NSInteger x, NSInteger y) {
CGImageRef image = CGDisplayCreateImageForRect(displayID, CGRectMake(x, y, 1, 1));
NSBitmapImageRep *bitmap = [[NSBitmapImageRep alloc] initWithCGImage:image];
CGImageRelease(image);
NSColor *color = [bitmap colorAtX:0 y:0];
[bitmap release];
return color;
}
I got the code from this post.
I found an answer for swift here ,I am pretty new to swift and even the docs didnt help
Update
I managed to come with the code:
//'color' is the color from the function
//bitmapRep points to a NSBitmapImageRep
CGFloat* components = malloc(color.numberOfComponents *sizeof(CGFloat));
[color getComponents:components];
NSColor* correctedcolor = [NSColor colorWithColorSpace[self.bitmapRep colorspace]
components:components count:colorbmp.numberOfComponents];
free(components);
[correctedcolor colorUsingColorSpace:[NSColorSpace sRGBColorSpace]];
return correctedcolor
Even with trying this piece of code I was not getting the correct pixel color, I tried using a colorpicker from Appstore which resulted in showing a value different than which was read from using my app.
Example when picking a pure Red color:
Commercial Colorpicker: 0xFF0000
MY Color Picker: 0xFF0404
How can I get the correct calibrated value of the selected pixel?

Related

Turn NSGradient into NSColor in Swift

I am trying to make an MKPolyline for a SwiftUI map where it shows a persons location for a day and I want a gradient changing from blue to green from the first point in their location to the last point in blue. I have this code
renderer.strokeColor = NSGradient(colors: [NSColor.blue, NSColor.green])
I have also tried
renderer.strokeColor = NSColor(NSGradient(colors: [NSColor.blue, NSColor.green]))
and
renderer.strokeColor = NSColor(Color(Gradient(colors: [Color.blue, Color.green])))
but these all return errors about turning Gradients into colors. Thanks!
Thanks to #vadian I did this
if let routePolyline = overlay as? MKPolyline {
let renderer = MKGradientPolylineRenderer(polyline: routePolyline)
renderer.setColors([NSColor.blue, NSColor.green], locations: [])
renderer.lineWidth = 2
return renderer
}

How to get the color of a pixel in an image in C++ (sfml)

I am working on a simple racing game where you drive a car on a track.
The track is grey and the background green, and any time the color i get on a given point (the front of the car) is not grey, the car should stop because it went out of the track.
However the track is NOT drawn with sfml, rather a downloaded image i made.
So, is there any method for getting the color of a pixel on an IMAGE, as long as the rgb values match?
Here is the pseudo code to do this:
while game is running
get color (car x value, car y value)
if color is not grey
car stops
Thank you!
You can get the sf::Color of a pixel in an sf::Image by using the appropriate method: sf::Image::getPixel. It takes X and Y coordinates.
Example:
sf::Image track;
if (!track.loadFromFile("track.jpg"))
{
// oops, loading failed, handle it
}
sf::Color color = track.getPixel(0, 0); // gets the color of the upper left corner pixel
You'll want to use sf::Image's getPixel(int x, int y) funciton. Your pseudo code would look something like this:
sf::Image track;
sf::Color grey_color; // You'll need to define what the grey color is.
// Take sf::Color(100, 100, 100) as an example.
if (!track.loadFromFile("track.jpg")) {
std::cout << "Uhoh" << std::endl;
}
while (gameIsRunning) {
sf::Color color_at_car = track.getPixel(car.getx(), car.gety());
if (color_at_car != grey_color) {
car.stop();
}
}
Hope this helps!

Uploading raw IOS camera data to a texture

We are using AVCaptureDevice on IOS to scan QR codes. We pass the output of the camera using AVCaptureMetadataOutput to the code to recognize the QR code, and currently we also display the camera as a separate view over our Open GL view. However we now want other graphics to appear over the camera preview, so we would like to be able to get the camera data loaded onto one of our Open GL textures.
So, is there a way to get the raw RGB data from the camera
This is the code (below) we're using to initialise the capture device and views.
How could we modify this to access the RGB data so we can load it onto one of our GL textures ? We're using C++/Objective C
Thanks
Shaun Southern
self.captureSession = [[AVCaptureSession alloc] init];
NSError *error;
// Set camera capture device to default and the media type to video.
AVCaptureDevice *captureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
// Set video capture input: If there a problem initialising the camera, it will give am error.
AVCaptureDeviceInput *input = [AVCaptureDeviceInput deviceInputWithDevice:captureDevice error:&error];
if (!input)
{
NSLog(#"Error Getting Camera Input");
return;
}
// Adding input souce for capture session. i.e., Camera
[self.captureSession addInput:input];
AVCaptureMetadataOutput *captureMetadataOutput = [[AVCaptureMetadataOutput alloc] init];
// Set output to capture session. Initalising an output object we will use later.
[self.captureSession addOutput:captureMetadataOutput];
// Create a new queue and set delegate for metadata objects scanned.
dispatch_queue_t dispatchQueue;
dispatchQueue = dispatch_queue_create("scanQueue", NULL);
[captureMetadataOutput setMetadataObjectsDelegate:self queue:dispatchQueue];
// Delegate should implement captureOutput:didOutputMetadataObjects:fromConnection: to get callbacks on detected metadata.
[captureMetadataOutput setMetadataObjectTypes:[captureMetadataOutput availableMetadataObjectTypes]];
// Layer that will display what the camera is capturing.
self.captureLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:self.captureSession];
[self.captureLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
gCameraPreviewView= [[[UIView alloc] initWithFrame:CGRectMake(gCamX1, gCamY1, gCamX2-gCamX1, gCamY2-gCamY1)] retain];
[self.captureLayer setFrame:gCameraPreviewView.layer.bounds];
[gCameraPreviewView.layer addSublayer:self.captureLayer];
UIViewController * lVC = [[[UIApplication sharedApplication] keyWindow] rootViewController];
[lVC.view addSubview:gCameraPreviewView];
You don't need to directly access rgb camera frames to make it as a texture because IOS supports a texture cache which is faster than you.
- (void) writeSampleBuffer:(CMSampleBufferRef)sampleBuffer ofType:(NSString *)mediaType pixel:(CVImageBufferRef)cameraFrame time:(CMTime)frameTime;
in the callback method, you can generate texture using those parameter and functions below
CVOpenGLESTextureCacheCreate(...)
CVOpenGLESTextureCacheCreateTextureFromImage(...)
In the end we converted from the CMSampleBuffer to the raw data (so we could upload to a GL texture) like this. It takes a little time but was fast enough for our purposes.
If there's any improvements, I'd be glad to know :)
shaun
- (void)captureOutput:(AVCaptureFileOutput *)output didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection;
{
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CIImage *ciImage = [CIImage imageWithCVPixelBuffer:imageBuffer];
if(!self.context)
{
self.context = [CIContext contextWithOptions:nil]; //only create this once
}
int xsize= CVPixelBufferGetWidth(imageBuffer);
int ysize= CVPixelBufferGetHeight(imageBuffer);
CGImageRef videoImage = [self.context createCGImage:ciImage fromRect:CGRectMake(0, 0, xsize, ysize)];
UIImage *image = [[UIImage alloc] initWithCGImage:videoImage];
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
if(!colorSpace)
{
return ;
}
size_t bitsPerPixel = 32;
size_t bitsPerComponent = 8;
size_t bytesPerPixel = bitsPerPixel / bitsPerComponent;
size_t bytesPerRow = xsize * bytesPerPixel;
size_t bufferLength = bytesPerRow * ysize;
uint32_t * tempbitmapData = (uint32_t *)malloc(bufferLength);
if(!tempbitmapData)
{
CGColorSpaceRelease(colorSpace);
return ;
}
CGContextRef cgcontext = CGBitmapContextCreate(tempbitmapData, xsize, ysize, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
if(!cgcontext)
{
free(tempbitmapData);
return;
}
CGColorSpaceRelease(colorSpace);
CGRect rect = CGRectMake(0, 0, xsize, ysize);
CGContextDrawImage(cgcontext, rect, image.CGImage);
unsigned char *bitmapData = (unsigned char *)CGBitmapContextGetData(cgcontext); // Get a pointer to the data
CGContextRelease(cgcontext);
[image release];
CallbackWithData((unsigned int *)bitmapData,xsize,ysize); //send data
free(bitmapData);
CGImageRelease(videoImage);
}

Getting the SDL_Color of a single pixel in a SDL_Texture

I am having some problems finding a solution on how to retrieve a specific color of a pixel on a SDL_Texture...
To be bit more specific: I am trying to calculate the average amount of color used in a given texture. Later on I want to devide for example the number of red pixels by the total amount of pixels. For this task I will need a method, which will get me each pixel color...
I tried to search for some functions, but unfortunately I wasnt able to figure it out..
I saw methods like SDL_RenderReadPixels and SDL_GetPixelFormatName, but none of those helped me out...
Do you have a solution for me?
To access an SDL_Texture's pixels, you must create a blank texture using SDL_CreateTexture() and pass in SDL_TEXTUREACCESS_STREAMING for the access parameter, then copy the pixels of a surface into it. Once that's done, you can use the SDL_LockTexture() function to retrieve a pointer to the pixel data which can then be accessed and modified. To save your changes, you'd call SDL_UnlockTexture(). Try something like this:
SDL_Texture *t;
int main()
{
// Init SDL
SDL_Surface * img = IMG_Load("path/to/file");
SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, img->w, img->h);
void * pixels;
SDL_LockTexture(t, &img->clip_rect, &pixels, img->pitch);
memcpy(pixels, img->pixels, img->w * img->h);
Uint32 * upixels = (Uint32 *) pixels;
// get or modify pixels
SDL_UnlockTexture(t);
return 0;
}
Uint32 get_pixel_at(Uint32 * pixels, int x, int y, int w)
{
return pixels[y * w + x];
}
You can get the colors from a pixel like this:
Uint32 pixel = get_pixel_at(pixels, x, y, img->w);
Uint8 * colors = (Uint8 *) pixel;
// colors[0] is red, 1 is green, 2 is blue, 3 is alpha (assuming you've set the blend mode on the texture to SDL_BLENDMODE_BLEND
If you want more information, then check out these SDL 2.0 tutorials: http://lazyfoo.net/tutorials/SDL/index.php. Tutorial 40 deals specifically with this problem.
Let me know if you have any questions or something is unclear.
Good luck!

SDL Resetting Surfaces

I draw some text to a surface (using SDL_ttf) and then I want to change the text on the surface. If I just redraw the surface the text does not go away. I have looked at several forum posts on how to fix the problem but I just cannot seem to figure it out. In particular I cannot understand why this solution does not work: (code is long so this just gives the essentials)
In Class file declared:
SDL_Surface* box; // These two are initialised to the
SDL_Surface* boxCopy; // same image
At the start of my render function:
*box = *boxCopy; \\Reset box surface
My understanding of pointers and C++ (which is admittedly limited) suggests that this should make the surface pointed at by box equal to the surface pointed at by boxCopy. Instead the boxCopy surface becomes a copy of box. I have no idea how boxCopy can be changed by this line of code but it seems like that is what is happening.
I'm not sure i completely understand your problem but hopefully this can help.. It's easier to update the text whenever the surface it's drawn on is to be updated rather than updating it whenever the actual text is updated. It might not be as optimized performance wise but i would say it's easier in most cases.
A typical program loop would include a re-rendering of a surface representing the screen followed by an SDL_Flip of this surface. You can of course optimize your re-rendering so you only render what has actually been updated since last frame. Is that what you're working on perhaps? If so, and if you use the method below you should be aware that the new text only covers the size of the new text and not the entire old text. I usually solve this by first drawing a filled rectangle and then the new text.
Here is a TTF example showing how text can be drawn on a surface (here called m_Screen, which is the surface flipped to screen every frame) in the simple case where i have one background color only:
void drawText(const char* string, int x, int y,
int fR, int fG, int fB, int bR, int bG, int bB)
{
SDL_Color foregroundColor = { fR, fG, fB };
SDL_Color backgroundColor = { bR, bG, bB };
SDL_Surface* textSurface = TTF_RenderText_Shaded(m_Font, string,
foregroundColor,
backgroundColor);
SDL_Rect textLocation = { x, y, 0, 0 };
SDL_BlitSurface(textSurface, NULL, m_Screen, &textLocation);
SDL_FreeSurface(textSurface);
}
Notice that this has been done before calling drawText (with some suitable font size):
m_Font = TTF_OpenFont("arial.ttf", size);
And this is done at cleanup:
TTF_CloseFont(m_Font);