Meta Context:
I'm currently working on a game that utilizes opencv as a substitute for ordinary inputs (keyboard, mouse, etc...). I'm using Unity3D's C# scripts and opencv in C++ via DllImports. My goal is to create an image inside my game coming from opencv.
Code Context:
As done usually in OpenCV, I'm using Mat to represent my image. This is the way that I'm exporting the image bytes:
cv::Mat _currentFrame;
...
extern "C" byte * EXPORT GetRawImage()
{
return _currentFrame.data;
}
And this is how i'm importing from C#:
[DllImport ("ImageInputInterface")]
private static extern IntPtr GetRawImage ();
...
public static void GetRawImageBytes (ref byte[] result, int arrayLength) {
IntPtr a = GetRawImage ();
Marshal.Copy(a, result, 0, arrayLength);
FreeBuffer(a);
}
Judging by the way I understand OpenCV, I expect the byte array to be structured in this way when serialized in a uchar pointer:
b1, g1, r1, b2, g2, r2, ...
I'm converting this BGR array to a RGB array using:
public static void BGR2RGB(ref byte[] buffer) {
byte swap;
for (int i = 0; i < buffer.Length; i = i + 3) {
swap = buffer[i];
buffer[i] = buffer[i + 2];
buffer[i + 2] = swap;
}
}
Finally, I'm using Unity's LoadRawTextureData to load the bytes to a texture:
this.tex = new Texture2D(
ImageInputInterface.GetImageWidth(),
ImageInputInterface.GetImageHeight(),
TextureFormat.RGB24,
false
);
...
ImageInputInterface.GetRawImageBytes(ref ret, ret.Length);
ImageInputInterface.BGR2RGB(ref ret);
tex.LoadRawTextureData(ret);
tex.Apply();
Results:
The final image seems to be scattered in someway, it resembles some shapes, but it seems to triple the shapes as well. This is me holding my hand in front of the camera:
[Me, my hand and the camera]
Doing some tests, I concluded that I decoded the channels correctly, since, using my phone to emit RGB light, I can reproduce the colors from the real world:
[Red Test]
[Blue Test]
[Green Test]
There are also some strange lines in the image:
[Spooky Lines]
There is also my face to compare these images to:
[My face in front of the camera]
Questions:
Since I'm able to correctly decode the color channels, what have I assumed wrong in decoding the OpenCV array? It's that I don't know how the Unity's LoadRawTextureData works, or have I decoded something in the wrong way?
How is the OpenCV Mat.data array structured?
UPDATE
Thanks to #Programmer, his solution worked like magic.
[Me Happy]
I changed his script a little, there was no need to do some stuff. And in my case i needed to use BGR2RGBA, not RGB2RGBA:
extern "C" void EXPORT GetRawImage( byte *data, int width, int height )
{
cv::Mat resizedMat( height, width, _currentFrame.type() );
cv::resize( _currentFrame, resizedMat, resizedMat.size(), cv::INTER_CUBIC );
cv::Mat argbImg;
cv::cvtColor( resizedMat, argbImg, CV_BGR2RGBA );
std::memcpy( data, argbImg.data, argbImg.total() * argbImg.elemSize() );
}
Use SetPixels32 instead of LoadRawTextureData. Instead of returning the array data from C++, do that from C#. Create Color32 array and pin it in c# with GCHandle.Alloc, send the address of the pinned Color32 array to C++, use cv::resize to resize the cv::Mat to match the size of pixels sent from C#. You must do this step or expect some error or issues.
Finally, convert cv::Mat from RGB to ARGB then use std::memcpy to update the array from C++. The SetPixels32 function can then be used to load that updated Color32 array into Texture2D. This is how I do it and it has been working for me without any issues. There might be other better ways to do it but I have never found one.
C++:
cv::Mat _currentFrame;
void GetRawImageBytes(unsigned char* data, int width, int height)
{
//Resize Mat to match the array passed to it from C#
cv::Mat resizedMat(height, width, _currentFrame.type());
cv::resize(_currentFrame, resizedMat, resizedMat.size(), cv::INTER_CUBIC);
//You may not need this line. Depends on what you are doing
cv::imshow("Nicolas", resizedMat);
//Convert from RGB to ARGB
cv::Mat argb_img;
cv::cvtColor(resizedMat, argb_img, CV_RGB2BGRA);
std::vector<cv::Mat> bgra;
cv::split(argb_img, bgra);
std::swap(bgra[0], bgra[3]);
std::swap(bgra[1], bgra[2]);
std::memcpy(data, argb_img.data, argb_img.total() * argb_img.elemSize());
}
C#:
Attach to any GameObject with a Renderer and you should see the cv::Mat displayed and updated on that Object every frame. Code is commented if confused:
using System;
using System.Runtime.InteropServices;
using UnityEngine;
public class Test : MonoBehaviour
{
[DllImport("ImageInputInterface")]
private static extern void GetRawImageBytes(IntPtr data, int width, int height);
private Texture2D tex;
private Color32[] pixel32;
private GCHandle pixelHandle;
private IntPtr pixelPtr;
void Start()
{
InitTexture();
gameObject.GetComponent<Renderer>().material.mainTexture = tex;
}
void Update()
{
MatToTexture2D();
}
void InitTexture()
{
tex = new Texture2D(512, 512, TextureFormat.ARGB32, false);
pixel32 = tex.GetPixels32();
//Pin pixel32 array
pixelHandle = GCHandle.Alloc(pixel32, GCHandleType.Pinned);
//Get the pinned address
pixelPtr = pixelHandle.AddrOfPinnedObject();
}
void MatToTexture2D()
{
//Convert Mat to Texture2D
GetRawImageBytes(pixelPtr, tex.width, tex.height);
//Update the Texture2D with array updated in C++
tex.SetPixels32(pixel32);
tex.Apply();
}
void OnApplicationQuit()
{
//Free handle
pixelHandle.Free();
}
}
Related
I want to extract raw frames or bitmaps from a video that I'm playing in my C++ console application using C++/WinRT APIs. I'm simply using CopyFrameToVideoSurface to copy the video's frame to a IDirect3DSurface. But, it just crashes my program (which works fine, if I don't set up this frame extracting callback). My goal is to render this frame buffer somewhere else to display the video.
Frame extracting code
(see complete project here: https://github.com/harmonoid/libwinmedia/tree/stackoverflow)
IDirect3DSurface surface = IDirect3DSurface();
Streams::IBuffer buffer = Streams::IBuffer();
DLLEXPORT void PlayerSetFrameEventHandler(
int32_t player_id, void (*callback)(uint8_t* buffer, int32_t size,
int32_t width, int32_t height)) {
g_media_players.at(player_id).IsVideoFrameServerEnabled(true);
g_media_players.at(player_id)
.VideoFrameAvailable([=](auto, const auto& args) -> void {
g_media_players.at(player_id).CopyFrameToVideoSurface(surface);
SoftwareBitmap bitmap =
SoftwareBitmap::CreateCopyFromSurfaceAsync(surface).get();
bitmap.CopyToBuffer(buffer);
(*callback)(buffer.data(), buffer.Length(), bitmap.PixelWidth(),
bitmap.PixelHeight());
});
}
You may simply build this shared library using cmake --build .
For testing the crash, you can compile following example (also present on the link repo):
https://github.com/harmonoid/libwinmedia/blob/stackoverflow/examples/frame_extractor.cpp
#include <cstdio>
#include "../include/internal.hpp"
int32_t main() {
using namespace Internal;
// Create a list of medias.
const char* media_uris[] = {
"http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/"
"ForBiggerJoyrides.mp4"};
const int media_ids[] = {0};
// Create a player instance.
PlayerCreate(0);
// Set frame callback (comment out the code to prevent crash from happening).
PlayerSetFrameEventHandler(
0, [](uint8_t*, int32_t, int32_t width, int32_t height) {
printf("Video width: %d, Video height: %d.", width, height);
});
// Open list of medias.
PlayerOpen(0, 1, media_uris, media_ids);
// Start playing the player.
PlayerPlay(0);
// Prevent console from closing.
getchar();
return 0;
}
I will be really helped, if I can get help to fix the code or any other working method for extracting the frames or video bitmaps using winrt::Windows::Media::Playback::MediaPlayer.
Thankyou 🙏.
Following is the stacktrace of the crash:
I am making an app in flutter that uses the camera of the device to do filtering with opencv over current video preview.
I am using the camera plugin
With startImageStream I am obtaining the frames of the video
I am doing the filter in C++, so I use ffi to send the information to the filter. Here is the header of the function in c++
__attribute__((visibility("default"))) __attribute__((used))
uint8_t* process_image(int32_t width, int32_t height, uint8_t *bytes)
I have a native_opencv.dart as follows
import 'dart:ffi' as ffi;
import 'dart:io';
import 'package:ffi/ffi.dart';
// C function signatures
typedef _process_image_func = ffi.Pointer<ffi.Uint8> Function(ffi.Int32 width, ffi.Int32 height, ffi.Pointer<ffi.Uint8> bytes);
// Dart function signatures
typedef _ProcessImageFunc = ffi.Pointer<ffi.Uint8> Function(int width, int height, ffi.Pointer<ffi.Uint8> bytes);
// Getting a library that holds needed symbols
ffi.DynamicLibrary _lib = Platform.isAndroid
? ffi.DynamicLibrary.open('libnative_opencv.so')
: ffi.DynamicLibrary.process();
// Looking for the functions
final _ProcessImageFunc _processImage = _lib
.lookup<ffi.NativeFunction<_process_image_func>>('process_image')
.asFunction();
ffi.Pointer<ffi.Uint8> processImage(int width, int height, ffi.Pointer<ffi.Uint8> bytes)
{
return _processImage(width, height, bytes);
}
Here I am stuck. I need to return the frames of the video processed in the filter in C++ to the app and display it on the screen.
I thought I could use CameraController and feed it with an array of bytes, but I can't figure out how to do that (if possible).
This is what I have until now in main.dart for that part:
void _initializeCamera() async {
// Get list of cameras of the device
List<CameraDescription> cameras = await availableCameras();
// Create the CameraController
_camera = new CameraController(cameras[0], ResolutionPreset.veryHigh);
_camera.initialize().then((_) async{
// Start ImageStream
await _camera.startImageStream((CameraImage image) => _processCameraImage(image));
});
}
Future<void> _processCameraImage(CameraImage image) async
{
Pointer<Uint8> p = allocate(count: _savedImage.planes[0].bytes.length);
// Assign the planes data to the pointers of the image
Uint8List pointerList = p.asTypedList(_savedImage.planes[0].bytes.length);
pointerList.setRange(0, _savedImage.planes[0].bytes.length, _savedImage.planes[0].bytes);
// Get the pointer of the data returned from the function to a List
Pointer<Uint8> afterP = processImage(_savedImage.width, _savedImage.height, p);
List imgData = afterP.asTypedList((_savedImage.width * _savedImage.height));
// Generate image from the converted data
imglib.Image img = imglib.Image.fromBytes(_savedImage.height, _savedImage.width, imgData);
}
I don't know how to show the filtered frames of the preview video from the camera on the app screen.
Any help is appreciated, thank you.
I follow the Tensorflow tutorial of inception label_image, I can compile and run the demo c++ code successfully.
I want to adapt this demo to my own project, the input images to my own Network is height fixed, while width varies accordingly, for example, the original image is size of 64x100, and I want to resize it to 32x50, as I said 32 is the new_height, and I want to know original image size after reading from the file, how can I get width=100 and height=64? then I can get new_width = new_height/height x width=32/64x100=50
one possible way is first use opencv to load the image, and resize it, then copy the elements to tensor like this example pixel by pixel, but the performance is the main problem and it seems hard to compile tensorflow along with opencv. Any one knows some methods using tensorflow's API?
the following is a small piece of the image_recognition tutorial C++ codes, resize is hard coded to a pre-define size, I try float_caster.shape(), tensor(), float_caster.dimension(0), etc, all failed(float_caster, file_reader are all not Tensor, I don't know why Google design like this, really slow down the development, and I find no documentation about this), is there any easy way to get the image size? or cast the tensorflow::Ouput type to Tensor?
Thanks in advance!
// Given an image file name, read in the data, try to decode it as an image,
// resize it to the requested size, and then scale the values as desired.
Status ReadTensorFromImageFile(string file_name, const int input_height,
const int input_width, const float input_mean,
const float input_std,
std::vector<Tensor>* out_tensors) {
auto root = tensorflow::Scope::NewRootScope();
using namespace ::tensorflow::ops; // NOLINT(build/namespaces)
string input_name = "file_reader";
string output_name = "normalized";
auto file_reader =
tensorflow::ops::ReadFile(root.WithOpName(input_name), file_name);
// Now try to figure out what kind of file it is and decode it.
const int wanted_channels = 3;
tensorflow::Output image_reader;
if (tensorflow::StringPiece(file_name).ends_with(".png")) {
image_reader = DecodePng(root.WithOpName("png_reader"), file_reader,
DecodePng::Channels(wanted_channels));
} else if (tensorflow::StringPiece(file_name).ends_with(".gif")) {
image_reader = DecodeGif(root.WithOpName("gif_reader"), file_reader);
} else {
// Assume if it's neither a PNG nor a GIF then it must be a JPEG.
image_reader = DecodeJpeg(root.WithOpName("jpeg_reader"), file_reader,
DecodeJpeg::Channels(wanted_channels));
}
// Now cast the image data to float so we can do normal math on it.
auto float_caster =
Cast(root.WithOpName("float_caster"), image_reader, tensorflow::DT_FLOAT);
// The convention for image ops in TensorFlow is that all images are expected
// to be in batches, so that they're four-dimensional arrays with indices of
// [batch, height, width, channel]. Because we only have a single image, we
// have to add a batch dimension of 1 to the start with ExpandDims().
auto dims_expander = ExpandDims(root, float_caster, 0);
// Bilinearly resize the image to fit the required dimensions.
auto resized = ResizeBilinear(
root, dims_expander,
Const(root.WithOpName("size"), {input_height, input_width}));
// Subtract the mean and divide by the scale.
Div(root.WithOpName(output_name), Sub(root, resized, {input_mean}),
{input_std});
// This runs the GraphDef network definition that we've just constructed, and
// returns the results in the output tensor.
tensorflow::GraphDef graph;
TF_RETURN_IF_ERROR(root.ToGraphDef(&graph));
std::unique_ptr<tensorflow::Session> session(
tensorflow::NewSession(tensorflow::SessionOptions()));
TF_RETURN_IF_ERROR(session->Create(graph));
TF_RETURN_IF_ERROR(session->Run({}, {output_name}, {}, out_tensors));
return Status::OK();
}
As you said
I want to know original image size after reading from the file
So I suppose you don't mind get the height and width using the output tensor:
Status read_tensor_status =
ReadTensorFromImageFile(image_path, input_height, input_width, input_mean,
input_std, &resized_tensors);
if (!read_tensor_status.ok()) {
LOG(ERROR) << read_tensor_status;
return -1;
}
// #resized_tensor: the tensor storing the image
const Tensor &resized_tensor = resized_tensors[0];
auto resized_tensor_height = resized_tensor.shape().dim_sizes()[1];
auto resized_tensor_width = resized_tensor.shape().dim_sizes()[2];
std::cout << "resized_tensor_height:\t" << resized_tensor_height
<< "\nresized_tensor_width:\t" << resized_tensor_width << std::endl;
And the output is (for me)
resized_tensor_height: 636
resized_tensor_width: 1024
I'm using NeHe's tutorial on FreeType and OpenGL, and I'm having a problem defining members of
struct font_data within namespace freetype. It doesn't recognize font_data as a struct when I define its members in the namespace.
CE_Text.h:
#ifndef CE_TEXT
#define CE_TEXT
#include <Common/Headers.h>
/////////////////// MAJOR CREDIT TO NeHe FOR HIS TUTORIAL ON FREETPYE ///////////////////
///Wrap everything in a namespace, that we can use common
///function names like "print" without worrying about
///overlapping with anyone else's code.
namespace freetype {
//Inside of this namespace, give ourselves the ability
//to write just "vector" instead of "std::vector"
using std::vector;
//Ditto for string.
using std::string;
//This holds all of the information related to any
//freetype font that we want to create.
struct font_data{
float h; ///< Holds the height of the font.
GLuint * textures; ///< Holds the texture id's
GLuint list_base; ///< Holds the first display list id
//The init function will create a font of
//of the height h from the file fname.
void init(const char * fname, unsigned int h);
//Free all the resources assosiated with the font.
void clean();
};
//The flagship function of the library - this thing will print
//out text at window coordinates x,y, using the font ft_font.
//The current modelview matrix will also be applied to the text.
void print(const font_data &ft_font, float x, float y, const char *fmt) ;
}
#endif
CE_Text.cpp (my problem is at void font_data::init):
#include <Common/Headers.h>
using namespace freetype;
namespace freetype {
///This function gets the first power of 2 >= the
///int that we pass it.
inline int next_p2 ( int a )
{
int rval=1;
while(rval<a) rval<<=1;
return rval;
}
///Create a display list coresponding to the give character.
void make_dlist ( FT_Face face, char ch, GLuint list_base, GLuint * tex_base ) {
//The first thing we do is get FreeType to render our character
//into a bitmap. This actually requires a couple of FreeType commands:
//Load the Glyph for our character.
if(FT_Load_Glyph( face, FT_Get_Char_Index( face, ch ), FT_LOAD_DEFAULT ))
throw std::runtime_error("FT_Load_Glyph failed");
//Move the face's glyph into a Glyph object.
FT_Glyph glyph;
if(FT_Get_Glyph( face->glyph, &glyph ))
throw std::runtime_error("FT_Get_Glyph failed");
//Convert the glyph to a bitmap.
FT_Glyph_To_Bitmap( &glyph, ft_render_mode_normal, 0, 1 );
FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;
//This reference will make accessing the bitmap easier
FT_Bitmap& bitmap=bitmap_glyph->bitmap;
//Use our helper function to get the widths of
//the bitmap data that we will need in order to create
//our texture.
int width = next_p2( bitmap.width );
int height = next_p2( bitmap.rows );
//Allocate memory for the texture data.
GLubyte* expanded_data = new GLubyte[ 2 * width * height];
//Here we fill in the data for the expanded bitmap.
//Notice that we are using two channel bitmap (one for
//luminocity and one for alpha), but we assign
//both luminocity and alpha to the value that we
//find in the FreeType bitmap.
//We use the ?: operator so that value which we use
//will be 0 if we are in the padding zone, and whatever
//is the the Freetype bitmap otherwise.
for(int j=0; j <height;j++) {
for(int i=0; i < width; i++){
expanded_data[2*(i+j*width)]= expanded_data[2*(i+j*width)+1] =
(i>=bitmap.width || j>=bitmap.rows) ?
0 : bitmap.buffer[i + bitmap.width*j];
}
}
//Now we just setup some texture paramaters.
glBindTexture( GL_TEXTURE_2D, tex_base[ch]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//Here we actually create the texture itself, notice
//that we are using GL_LUMINANCE_ALPHA to indicate that
//we are using 2 channel data.
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, expanded_data );
//With the texture created, we don't need to expanded data anymore
delete [] expanded_data;
//So now we can create the display list
glNewList(list_base+ch,GL_COMPILE);
glBindTexture(GL_TEXTURE_2D,tex_base[ch]);
glPushMatrix();
//first we need to move over a little so that
//the character has the right amount of space
//between it and the one before it.
glTranslatef(bitmap_glyph->left,0,0);
//Now we move down a little in the case that the
//bitmap extends past the bottom of the line
//(this is only true for characters like 'g' or 'y'.
glTranslatef(0,bitmap_glyph->top-bitmap.rows,0);
//Now we need to account for the fact that many of
//our textures are filled with empty padding space.
//We figure what portion of the texture is used by
//the actual character and store that information in
//the x and y variables, then when we draw the
//quad, we will only reference the parts of the texture
//that we contain the character itself.
float x=(float)bitmap.width / (float)width,
y=(float)bitmap.rows / (float)height;
//Here we draw the texturemaped quads.
//The bitmap that we got from FreeType was not
//oriented quite like we would like it to be,
//so we need to link the texture to the quad
//so that the result will be properly aligned.
glBegin(GL_QUADS);
glTexCoord2d(0,0); glVertex2f(0,bitmap.rows);
glTexCoord2d(0,y); glVertex2f(0,0);
glTexCoord2d(x,y); glVertex2f(bitmap.width,0);
glTexCoord2d(x,0); glVertex2f(bitmap.width,bitmap.rows);
glEnd();
glPopMatrix();
glTranslatef(face->glyph->advance.x >> 6 ,0,0);
//increment the raster position as if we were a bitmap font.
//(only needed if you want to calculate text length)
//glBitmap(0,0,0,0,face->glyph->advance.x >> 6,0,NULL);
//Finnish the display list
glEndList();
}
void font_data::init(const char * fname, unsigned int h) {
//Allocate some memory to store the texture ids.
textures = new GLuint[128];
this->h=h;
//Create and initilize a freetype font library.
FT_Library library;
if (FT_Init_FreeType( &library ))
throw std::runtime_error("FT_Init_FreeType failed");
//The object in which Freetype holds information on a given
//font is called a "face".
FT_Face face;
//This is where we load in the font information from the file.
//Of all the places where the code might die, this is the most likely,
//as FT_New_Face will die if the font file does not exist or is somehow broken.
if (FT_New_Face( library, fname, 0, &face ))
throw std::runtime_error("FT_New_Face failed (there is probably a problem with your font file)");
//For some twisted reason, Freetype measures font size
//in terms of 1/64ths of pixels. Thus, to make a font
//h pixels high, we need to request a size of h*64.
//(h << 6 is just a prettier way of writting h*64)
FT_Set_Char_Size( face, h << 6, h << 6, 96, 96);
//Here we ask opengl to allocate resources for
//all the textures and displays lists which we
//are about to create.
list_base=glGenLists(128);
glGenTextures( 128, textures );
//This is where we actually create each of the fonts display lists.
for(unsigned char i=0;i<128;i++)
make_dlist(face,i,list_base,textures);
//We don't need the face information now that the display
//lists have been created, so we free the assosiated resources.
FT_Done_Face(face);
//Ditto for the library.
FT_Done_FreeType(library);
}
void font_data::clean() {
glDeleteLists(list_base,128);
glDeleteTextures(128,textures);
delete [] textures;
}
/// A fairly straight forward function that pushes
/// a projection matrix that will make object world
/// coordinates identical to window coordinates.
inline void pushScreenCoordinateMatrix() {
glPushAttrib(GL_TRANSFORM_BIT);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(viewport[0],viewport[2],viewport[1],viewport[3]);
glPopAttrib();
}
/// Pops the projection matrix without changing the current
/// MatrixMode.
inline void pop_projection_matrix() {
glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
///Much like Nehe's glPrint function, but modified to work
///with freetype fonts.
void print(const font_data &ft_font, float x, float y, const char *fmt, ...) {
// We want a coordinate system where things coresponding to window pixels.
pushScreenCoordinateMatrix();
GLuint font=ft_font.list_base;
float h=ft_font.h/.63f; //We make the height about 1.5* that of
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
*text=0; // Do Nothing
else {
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
}
//Here is some code to split the text that we have been
//given into a set of lines.
//This could be made much neater by using
//a regular expression library such as the one avliable from
//boost.org (I've only done it out by hand to avoid complicating
//this tutorial with unnecessary library dependencies).
const char *start_line=text;
vector<string> lines;
for(const char *c=text;*c;c++) {
if(*c=='\n') {
string line;
for(const char *n=start_line;n<c;n++) line.append(1,*n);
lines.push_back(line);
start_line=c+1;
}
}
if(start_line) {
string line;
for(const char *n=start_line;n<c;n++) line.append(1,*n);
lines.push_back(line);
}
glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TRANSFORM_BIT);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glListBase(font);
float modelview_matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview_matrix);
//This is where the text display actually happens.
//For each line of text we reset the modelview matrix
//so that the line's text will start in the correct position.
//Notice that we need to reset the matrix, rather than just translating
//down by h. This is because when each character is
//draw it modifies the current matrix so that the next character
//will be drawn immediatly after it.
for(int i=0;i<lines.size();i++) {
glPushMatrix();
glLoadIdentity();
glTranslatef(x,y-h*i,0);
glMultMatrixf(modelview_matrix);
// The commented out raster position stuff can be useful if you need to
// know the length of the text that you are creating.
// If you decide to use it make sure to also uncomment the glBitmap command
// in make_dlist().
// glRasterPos2f(0,0);
glCallLists(lines[i].length(), GL_UNSIGNED_BYTE, lines[i].c_str());
// float rpos[4];
// glGetFloatv(GL_CURRENT_RASTER_POSITION ,rpos);
// float len=x-rpos[0];
glPopMatrix();
}
glPopAttrib();
pop_projection_matrix();
}
}
struct freetype::font_data{
should be
struct font_data{
The fact that font_data is in namespace freetype is already covered by the surrounding namespace freetype { }.
So, in fact, in your code it is true that you never did declare any freetype::font_data type! It's as if you were attempting to declare a freetype::freetype::font_data type instead.
This is analagous to how you do not write:
struct T
{
void T::foo();
};
but instead:
struct T
{
void foo();
};
You have to include CE_Text.h into CE_Text.cpp for that to work. Without seeing the definition for font_data class, the compiler will not allow you to define its members.
That's what it is telling you by "not recognizing font_data as a struct". Of course, it is not recognizing it, since it is completely unknown in CE_Text.cpp.
According to your comments, you included your header files in circular fashion. This is your problem right there. Never include header files circularly. Granted, your include guards make sure that the inclusion cycle gets broken in some way. But that does not in any way help your code to compile, as you can see in your example.
Until you completely remove any inclusion cycles from your code, trying to fix it is a crapshoot.
Using C++ and OSG I'm trying to upload a float texture to my shader, but somehow it does not seem to work. At the end I posted some part of my code. Main question is how to create an osg::Image object using data from a float array. In OpenGL the desired code would be
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, width, height, 0,
GL_LUMINANCE, GL_FLOAT, data);
but in this case I have to use OSG.
The code runs fine when using
Image* image = osgDB::readImageFile("someImage.jpg");
instead of
image = new Image;
but I need to upload generated float data. It's also not possible to switch to unsigned char arrays as I need the GL_LUMINANCE32F_ARB data range in the shader code.
I hope someone can help me here as Google couldn't help me with it (googled for eg: osg float image). So here's my code.
using namespace std;
using namespace osg;
//...
float* data = new float[width*height];
fill_n(data, size, 1.0); // << I actually do this for testing purposes
Texture2D* texture = new Texture2D;
Image* image = new Image;
osg::State* state = new osg::State;
Uniform* uniform = new Uniform(Uniform::SAMPLER_2D, "texUniform");
texture->setInternalFormat(GL_LUMINANCE32F_ARB);
texture->setDataVariance(osg::Object::DYNAMIC);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_EDGE);
if (data == NULL)
cout << "texdata null" << endl; // << this is not printed
image->setImage(width, height, 1, GL_LUMINANCE32F_ARB,
GL_LUMINANCE, GL_FLOAT,
(unsigned char*)data, osg::Image::USE_NEW_DELETE);
if (image->getDataPointer() == NULL)
cout << "datapointernull" << endl; // << this is printed
if (!image->valid())
exit(1); // << here the code exits (hard exit just for testing purposes)
osgDB::writeImageFile(*image, "blah.png");
texture->setInternalFormat(GL_LUMINANCE32F_ARB);
texture->setImage(image);
camera->getOrCreateStateSet()->setTextureAttributeAndModes(4, texture);
state->setActiveTextureUnit(4);
texture->apply(*state);
uniform->set(4);
addProgrammUniform(uniform);
I found another way on the web, letting osg::Image create the data and fill it afterwards. But somehow this also does not work. I inserted this just after the new XYZ; lines.
image->setInternalTextureFormat(GL_LUMINANCE32F_ARB);
image->allocateImage(width,height,1,GL_LUMINANCE,GL_FLOAT);
if (image->data() == NULL)
cout << "null here?!" << endl; // << this is printed.
I use the following (simplified) code to create and set a floating-point texture:
// Create texture and image
osg::Texture* texture = new osg::Texture2D;
osg::Image* image = new osg::Image();
image->allocateImage(size, size, 1, GL_LUMINANCE, GL_FLOAT);
texture->setInternalFormat(GL_LUMINANCE32F_ARB);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setImage(image);
// Set texture to node
osg::StateSet* stateSet = node->getOrCreateStateSet();
stateSet->setTextureAttributeAndModes(TEXTURE_UNIT_NUMBER, texture);
// Set data
float* data = reinterpret_cast<float*>(image->data());
/* ...data processing... */
image->dirty();
You may want to change some of the parameters, but this should give you a start. I believe that in your case TEXTURE_UNIT_NUMBER should be set to 4.
but I need to upload generated float data. It's also not possible to switch to unsigned char arrays as I need the GL_LUMINANCE32F_ARB data range in the shader code.
osgDB::writeImageFile(*image, "blah.png");
png files don't support 32bit per channel data, so you can not write your texture to file this way. See the libpng book:
PNG grayscale images support the widest range of pixel depths of any image type. Depths of 1, 2, 4, 8, and 16 bits are supported, covering everything from simple black-and-white scans to full-depth medical and raw astronomical images.[63]
[63] Calibrated astronomical image data is usually stored as 32-bit or 64-bit floating-point values, and some raw data is represented as 32-bit integers. Neither format is directly supported by PNG, although one could, in principle, design an ancillary chunk to hold the proper conversion information. Conversion of data with more than 16 bits of dynamic range would be a lossy transformation, however--at least, barring the abuse of PNG's alpha channel or RGB capabilities.
For 32 bit per channel, check out the OpenEXR format.
If however 16bit floating points (i.e. half floats) suffice, then you can go about it like so:
osg::ref_ptr<osg::Image> heightImage = new osg::Image;
int pixelFormat = GL_LUMINANCE;
int type = GL_HALF_FLOAT;
heightImage->allocateImage(tex_width, tex_height, 1, pixelFormat, type);
Now to actually use and write half floats, you can use the GLM library. You get the half float type by including <glm/detail/type_half.hpp>, which is then called hdata.
You now need to get the data pointer from your image and cast it to said format:
glm::detail::hdata *data = reinterpret_cast<glm::detail::hdata*>(heightImage->data());
This you can then access like you would a one dimensional array, so for example
data[currentRow*tex_width+ currentColumn] = glm::detail::toFloat16(3.1415f);
Not that if you write this same data to a bmp or tif file (using the osg plugins), the result will be incorrect. In my case I just got the left half of the intended image stretched onto the full width and not in grayscale, but in some strange color encoding.