RGBA pixel data into D3DLOCKED_RECT - c++

I'm trying to update a 128x128 D3DLOCKED_RECT with sub images using the following code, but it seems to squish them down along the top, the X offset is ignored and the y offset is 60 percent off.
I've also tried to make the texture the correct size and copy it into a 128x128 texture at the correct location using RECT, however this is very slow and didn't seem to work correctly when I attempted it. There must be way to do it using the raw pixel data?
Any help would be much appreciated :)
EDIT: I got it semi working using the below code, the locations are now correct and the sizes. But it's only using the blue channel and everything is grey scale (blue scale?)
srcdata = (byte *) pixels;
dstdata = (unsigned int *)lockrect.pBits;
for (y = yoffset; y < (yoffset + height); y++)
{
for (x = xoffset; x < (xoffset + width); x++)
{
dstdata[ ( y * lockrect.Pitch / dstbytes + x ) + 0] = (unsigned int)srcdata[0];
dstdata[ ( y * lockrect.Pitch / dstbytes + x ) + 1] = (unsigned int)srcdata[1];
dstdata[ ( y * lockrect.Pitch / dstbytes + x ) + 2] = (unsigned int)srcdata[0];
dstdata[ ( y * lockrect.Pitch / dstbytes + x ) + 3] = (unsigned int)srcdata[3];
srcdata += srcbytes;
}
}'
END Edit
Test call after creating the 128x128 texture:
int x, y;
byte temp[132*132*4];
// Test texture (pink and black checker)
for( y = 0; y < 16; y++ )
{
for( x = 0; x < 16; x++ )
{
if(( y < 8 ) ^ ( x < 8 ))
((uint *)&temp)[y*16+x] = 0xFFFF00FF;
else ((uint *)&temp)[y*16+x] = 0xFF000000;
}
}
UpdateSubImage (0, 0, 16, 16, temp )
The update Fuction:
void UpdateSubImage (int xoffset, int yoffset, int width, int height, const
GLvoid *pixels)
{
int x, y;
int srcbytes = 4; //Hard coded for now, as all tests are RGBA
int dstbytes = 4; // ^
byte *srcdata;
byte *dstdata;
D3DLOCKED_RECT lockrect;
pTexture->LockRect( 0, &lockrect, NULL, 0);
srcdata = (byte *) pixels;
dstdata = (byte *) lockrect.pBits;
dstdata += (yoffset * width + xoffset) * dstbytes;
for (y = yoffset; y < (yoffset + height); y++)
{
for (x = xoffset; x < (xoffset + width); x++)
{
if (srcbytes == 1)
{
if (dstbytes == 1)
dstdata[0] = srcdata[0];
else if (dstbytes == 4)
{
dstdata[0] = srcdata[0];
dstdata[1] = srcdata[0];
dstdata[2] = srcdata[0];
dstdata[3] = srcdata[0];
}
}
else if (srcbytes == 3)
{
if (dstbytes == 1)
dstdata[0] = ((int) srcdata[0] + (int) srcdata[1] + (int) srcdata[2]) / 3;
else if (dstbytes == 4)
{
dstdata[0] = srcdata[2];
dstdata[1] = srcdata[1];
dstdata[2] = srcdata[0];
dstdata[3] = 255;
}
}
else if (srcbytes == 4)
{
if (dstbytes == 1)
dstdata[0] = ((int) srcdata[0] + (int) srcdata[1] + (int) srcdata[2]) / 3;
else if (dstbytes == 4)
{
dstdata[0] = srcdata[2];
dstdata[1] = srcdata[1];
dstdata[2] = srcdata[0];
dstdata[3] = srcdata[3];
}
}
// advance
srcdata += srcbytes;
dstdata += dstbytes;
}
}
pTexture->UnlockRect(0);
}
What the output looks like:
What the output should look like:

You're assuming that the data accessable through lockrect.pBits is linear in memory. This is in general not the case. Instead you have a constant offset between your rows which is defined by the lockrect.Pitch value.
To get the address of a pixel in the destination use:
byte * destAddr = (lockrect.pBits + y * lockrect.Pitch + 4 * x);
// for 32 bit images. For other formats adjust the hard-coded 4.

Thanks for the help :), in the end the following code worked:
Can it be made faster?
for (y = yoffset; y < (yoffset + height); y++)
{
for (x = xoffset; x < (xoffset + width); x++)
{
ARGB pixel;
pixel.r = srcdata[0];
pixel.g = srcdata[1];
pixel.b = srcdata[2];
pixel.a = srcdata[3];
memcpy( &dstdata[lockrect.Pitch * y + dstbytes * x], &pixel, dstbytes );
srcdata += srcbytes;
}
}

Related

sobel filter algorithm (C++) (no libraries)

I am trying to apply the sobel filter algorithm to a given picture (grayscale in this case) given my approach to accessing the pixels of the picture. Since I am accessing them in a way that doesn't use libraries, I am having trouble figuring out how to apply the algorithm given this approach. This first part of the code is just accessing pixel data:
Part 1:
CKingimageDoc* pDoc = GetDocument(); // get picture
int iBitPerPixel = pDoc->_bmp->bitsperpixel; // used to see if grayscale(8 bits) or RGB (24 bits)
int iWidth = pDoc->_bmp->width;
int iHeight = pDoc->_bmp->height;
BYTE *pImg = pDoc->_bmp->point; // pointer used to point at pixels in the image
const int area = iWidth * iHeight;
int Wp = iWidth;
int intensity;
if (iBitPerPixel == 8) ////Grayscale 8 bits image
{
int r = iWidth % 4; // pixels leftover from width (remainder has to be factor of 8 or 24)
int p = (4-r) % 4; // has to be a factor of number of bits in pixel, num leftover to take care of
Wp = iWidth + p;
Part 2 (The actual application of the sobel filter algorithm):
float kernelx[3][3] = { { -1, 0, 1 },
{ -2, 0, 2 },
{ -1, 0, 1 } };
float kernely[3][3] = { { -1, -2, -1 },
{ 0, 0, 0 },
{ 1, 2, 1 } };
double magX = 0.0; // this is your magnitude
for (int a = 0; a < 3; a++) {
for (int b = 0; b < 3; b++) {
magX += pImg[i*Wp + j] * kernelx[a][b]; // where i get confused
}
}
}
Any and all help is greatly appreciated.
You have to use appropriate pixel from neighborhood of center pixel to multiply with kernel entry:
//row, col - coordinates of central pixel for calculation
for (int row = 1; row < height - 1; row++) {
for (int col = 1; col < width - 1; col++) {
double magX = 0.0; // this is your magnitude
for (int a = 0; a < 3; a++) {
for (int b = 0; b < 3; b++) {
magX += pImg[(row - 1 + a) * Wp + col - 1 + b] * kernelx[a][b];
}
}
resultImg[row * Wp + col] = magX;
}
}
I omitted border pixels
CKingimageDoc* pDoc = GetDocument(); // get picture
int iBitPerPixel = pDoc->_bmp->bitsperpixel; // used to see if grayscale(8b) or RGB(24b)
int iWidth = pDoc->_bmp->width;
int iHeight = pDoc->_bmp->height;
BYTE *pImg = pDoc->_bmp->point; // pointer used to point at pixels in the image
const int area = iWidth * iHeight;
BYTE *pImg2 = new BYTE[area];
if (iBitPerPixel == 8) // Grayscale 8bit image
{
int pixel_x;
int pixel_y;
float sobel_x[3][3] =
{ { -1, 0, 1 },
{ -2, 0, 2 },
{ -1, 0, 1 } };
float sobel_y[3][3] =
{ { -1, -2, -1 },
{ 0, 0, 0 },
{ 1, 2, 1 } };
for (int x=1; x < iWidth-1; x++)
{
for (int y=1; y < iHeight-1; y++)
{
pixel_x = (sobel_x[0][0] * pImg[iWidth * (y-1) + (x-1)])
+ (sobel_x[0][1] * pImg[iWidth * (y-1) + x ])
+ (sobel_x[0][2] * pImg[iWidth * (y-1) + (x+1)])
+ (sobel_x[1][0] * pImg[iWidth * y + (x-1)])
+ (sobel_x[1][1] * pImg[iWidth * y + x ])
+ (sobel_x[1][2] * pImg[iWidth * y + (x+1)])
+ (sobel_x[2][0] * pImg[iWidth * (y+1) + (x-1)])
+ (sobel_x[2][1] * pImg[iWidth * (y+1) + x ])
+ (sobel_x[2][2] * pImg[iWidth * (y+1) + (x+1)]);
pixel_y = (sobel_y[0][0] * pImg[iWidth * (y-1) + (x-1)])
+ (sobel_y[0][1] * pImg[iWidth * (y-1) + x ])
+ (sobel_y[0][2] * pImg[iWidth * (y-1) + (x+1)])
+ (sobel_y[1][0] * pImg[iWidth * y + (x-1)])
+ (sobel_y[1][1] * pImg[iWidth * y + x ])
+ (sobel_y[1][2] * pImg[iWidth * y + (x+1)])
+ (sobel_y[2][0] * pImg[iWidth * (y+1) + (x-1)])
+ (sobel_y[2][1] * pImg[iWidth * (y+1) + x ])
+ (sobel_y[2][2] * pImg[iWidth * (y+1) + (x+1)]);
int val = (int)sqrt((pixel_x * pixel_x) + (pixel_y * pixel_y));
if(val < 0) val = 0;
if(val > 255) val = 255;
pImg2[iHeight * y + x] = val;
}
}
}

SDL2.0 screen nullptr on render of Window

Hey so I'm relatively new to the SDL library and just trying to get to grips with it.
I found a C++ conversion for Minecraft4k but it was based on SDL1.x so I'm trying to convert it to SDL2.0
At present the build is successful, but when it gets to;
plot(x, y, rgbmul(col, fxmul(br, ddist)));
It throws a read access violation exception:
screen was nullptr
This is my code;
// C++ port of Minecraft 4k JS (http://jsdo.it/notch/dB1E)
// By The8BitPimp
// See: the8bitpimp.wordpress.com
#include <SDL.h>
#include <math.h>
#include <windows.h>
#include <tchar.h>
#include "plot.h"
#include "llist.h"
const int w = 320;
const int h = 240;
SDL_Surface *screen = nullptr;
const float math_pi = 3.14159265359f;
static inline float math_sin(float x) {
return sinf(x);
}
static inline float math_cos(float x) {
return cosf(x);
}
// the texture map
int texmap[16 * 16 * 16 * 3];
// the voxel map
char map[64 * 64 * 64];
static inline int random(int max) {
return (rand() ^ (rand() << 16)) % max;
}
static inline void plot(int x, int y, int c) {
int *p = (int*)screen->pixels;
p[y * w + x] = c;
}
static void makeTextures(void) {
// each texture
for (int j = 0; j<16; j++) {
int k = 255 - random(96);
// each pixel in the texture
for (int m = 0; m<16 * 3; m++)
for (int n = 0; n<16; n++) {
int i1 = 0x966C4A;
int i2 = 0;
int i3 = 0;
if (j == 4)
i1 = 0x7F7F7F;
if ((j != 4) || (random(3) == 0))
k = 255 - random(96);
if (j == 1)
{
if (m < (((n * n * 3 + n * 81) >> 2) & 0x3) + 18)
i1 = 0x6AAA40;
else if (m < (((n * n * 3 + n * 81) >> 2) & 0x3) + 19)
k = k * 2 / 3;
}
if (j == 7)
{
i1 = 0x675231;
if ((n > 0) && (n < 15) && (((m > 0) && (m < 15)) || ((m > 32) && (m < 47))))
{
i1 = 0xBC9862;
i2 = n - 7;
i3 = (m & 0xF) - 7;
if (i2 < 0)
i2 = 1 - i2;
if (i3 < 0)
i3 = 1 - i3;
if (i3 > i2)
i2 = i3;
k = 196 - random(32) + i2 % 3 * 32;
}
else if (random(2) == 0)
k = k * (150 - (n & 0x1) * 100) / 100;
}
if (j == 5)
{
i1 = 0xB53A15;
if (((n + m / 4 * 4) % 8 == 0) || (m % 4 == 0))
i1 = 0xBCAFA5;
}
i2 = k;
if (m >= 32)
i2 /= 2;
if (j == 8)
{
i1 = 5298487;
if (random(2) == 0)
{
i1 = 0;
i2 = 255;
}
}
// fixed point colour multiply between i1 and i2
i3 =
((((i1 >> 16) & 0xFF) * i2 / 255) << 16) |
((((i1 >> 8) & 0xFF) * i2 / 255) << 8) |
((i1 & 0xFF) * i2 / 255);
// pack the colour away
texmap[n + m * 16 + j * 256 * 3] = i3;
}
}
}
static void makeMap(void) {
// add random blocks to the map
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
for (int z = 0; z < 64; z++) {
int i = (z << 12) | (y << 6) | x;
float yd = (y - 32.5) * 0.4;
float zd = (z - 32.5) * 0.4;
map[i] = random(16);
float th = random(256) / 256.0f;
if (th > sqrtf(sqrtf(yd * yd + zd * zd)) - 0.8f)
map[i] = 0;
}
}
}
}
static void init(void) {
makeTextures();
makeMap();
}
// fixed point byte byte multiply
static inline int fxmul(int a, int b) {
return (a*b) >> 8;
}
// fixed point 8bit packed colour multiply
static inline int rgbmul(int a, int b) {
int _r = (((a >> 16) & 0xff) * b) >> 8;
int _g = (((a >> 8) & 0xff) * b) >> 8;
int _b = (((a)& 0xff) * b) >> 8;
return (_r << 16) | (_g << 8) | _b;
}
static void render(void) {
float now = (float)(SDL_GetTicks() % 10000) / 10000.f;
float xRot = math_sin(now * math_pi * 2) * 0.4 + math_pi / 2;
float yRot = math_cos(now * math_pi * 2) * 0.4;
float yCos = math_cos(yRot);
float ySin = math_sin(yRot);
float xCos = math_cos(xRot);
float xSin = math_sin(xRot);
float ox = 32.5 + now * 64.0;
float oy = 32.5;
float oz = 32.5;
// for each column
for (int x = 0; x < w; x++) {
// get the x axis delta
float ___xd = ((float)x - (float)w / 2.f) / (float)h;
// for each row
for (int y = 0; y < h; y++) {
// get the y axis delta
float __yd = ((float)y - (float)h / 2.f) / (float)h;
float __zd = 1;
float ___zd = __zd * yCos + __yd * ySin;
float _yd = __yd * yCos - __zd * ySin;
float _xd = ___xd * xCos + ___zd * xSin;
float _zd = ___zd * xCos - ___xd * xSin;
int col = 0;
int br = 255;
float ddist = 0;
float closest = 32.f;
// for each principle axis x,y,z
for (int d = 0; d < 3; d++) {
float dimLength = _xd;
if (d == 1)
dimLength = _yd;
if (d == 2)
dimLength = _zd;
float ll = 1.0f / (dimLength < 0.f ? -dimLength : dimLength);
float xd = (_xd)* ll;
float yd = (_yd)* ll;
float zd = (_zd)* ll;
float initial = ox - floor(ox);
if (d == 1) initial = oy - floor(oy);
if (d == 2) initial = oz - floor(oz);
if (dimLength > 0) initial = 1 - initial;
float dist = ll * initial;
float xp = ox + xd * initial;
float yp = oy + yd * initial;
float zp = oz + zd * initial;
if (dimLength < 0) {
if (d == 0) xp--;
if (d == 1) yp--;
if (d == 2) zp--;
}
// while we are concidering a ray that is still closer then the best so far
while (dist < closest) {
// quantize to the map grid
int tex = map[(((int)zp & 63) << 12) | (((int)yp & 63) << 6) | ((int)xp & 63)];
// if this voxel has a texture applied
if (tex > 0) {
// find the uv coordinates of the intersection point
int u = ((int)((xp + zp) * 16.f)) & 15;
int v = ((int)(yp * 16.f) & 15) + 16;
// fix uvs for alternate directions?
if (d == 1) {
u = ((int)(xp * 16.f)) & 15;
v = (((int)(zp * 16.f)) & 15);
if (yd < 0)
v += 32;
}
// find the colour at the intersection point
int cc = texmap[u + v * 16 + tex * 256 * 3];
// if the colour is not transparent
if (cc > 0) {
col = cc;
ddist = 255 - ((dist / 32 * 255));
br = 255 * (255 - ((d + 2) % 3) * 50) / 255;
// we now have the closest hit point (also terminates this ray)
closest = dist;
}
}
// advance the ray
xp += xd;
yp += yd;
zp += zd;
dist += ll;
}
}
plot(x, y, rgbmul(col, fxmul(br, ddist)));
}
}
}
int main(int argc, char *argv[]) {
SDL_Init(SDL_INIT_EVERYTHING);
SDL_Window *screen;
screen = SDL_CreateWindow(
"Minecraft4k", // window title
SDL_WINDOWPOS_CENTERED, // initial x position
SDL_WINDOWPOS_CENTERED, // initial y position
320, // width, in pixels
240, // height, in pixels
SDL_WINDOW_OPENGL // flags - see below
);
SDL_Renderer* renderer;
renderer = SDL_CreateRenderer(screen, -1, SDL_RENDERER_ACCELERATED);
if (screen == nullptr) {
return 1;
}
init();
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
running &= (event.type != SDL_QUIT);
}
SDL_RenderPresent(renderer);
render();
}
SDL_DestroyWindow(screen);
SDL_Quit();
return 0;
}
When I actually run the code I do get a black screen, but the debugger lands on the line
plot(x, y, rgbmul(col, fxmul(br, ddist)));
in ;
static void render(void)
This is all just "for fun" so any information or guidance is appreciated.
You define screen twice (the first time as a global variable, the second time within your main), but you initialize it only once (within your main).
Because of that, the global variable screen actually is set to nullptr and plot fails trying to use it, as the error message states.

Sobel Edge Detection without a buffer

For an embedded design I am attempting to implement sobel's edge detection on a board without the use of a buffer. i.e. I am reading and writing directly from the screen. I can however, store about one or two imge width full of data to be referenced later. This is due to limitations set forth by the board. However I have fallen into some issue. All that I recieve is noise regardless if I attempt to do sobel or another edge detection algorithm. The code is below, does anyone have any suggestions
Version 1
void sobelEdgeDetection2() {
int GX[3][3];
int GY[3][3];
int sumX[3];
int sumY[3];
int SUM[3];
int piX = 0;
int piY = 0;
//uint8_t R, G, B = 0;
int I, J = 0;
//UnpackedColour pixVal;
uint16_t *buffer;
// allocate space for even scan lines and odd scan lines
buffer = new uint16_t[_gl->getWidth()];
//buffer for previous line
uint16_t *bufT;
// allocate space for even scan lines and odd scan lines
bufT = new uint16_t[_gl->getWidth()];
// Masks //////////////////////////////////////
//X//
GX[0][0] = -1;
GX[0][1] = 0;
GX[0][2] = 1;
GX[1][0] = -2;
GX[1][1] = 0;
GX[1][2] = 2;
GX[2][0] = -1;
GX[2][1] = 0;
GX[2][2] = 1;
//Y//
GY[0][0] = 1;
GY[0][1] = 2;
GY[0][2] = 1;
GY[1][0] = 0;
GY[1][1] = 0;
GY[1][2] = 0;
GY[2][0] = -1;
GY[2][1] = -2;
GY[2][2] = -1;
for (int Y = 0; Y < _gl->getHeight(); Y++) {
for (int X = 0; X < _gl->getWidth(); X++) {
sumX[0] = sumX[1] = sumX[2] = 0;
sumY[0] = sumY[1] = sumY[2] = 0;
if (Y == 0 || Y == _gl->getHeight() - 1) {
SUM[0] = SUM[1] = SUM[2] = 0;
} else if (X == 0 || X == _gl->getWidth() - 1) {
SUM[0] = SUM[1] = SUM[2] = 0;
} else {
for (I = -1; I <= 1; I++) {
for (J = -1; J <= 1; J++) {
piX = J + X;
piY = I + Y;
pixel16 pix = getPixel(piX, piY);
uint8_t Red = pix.Red;
uint8_t Green = pix.Green;
uint8_t Blue = pix.Blue;
sumX[0] += (Red) * GX[J + 1][I + 1];
sumX[1] += (Green) * GX[J + 1][I + 1];
sumX[2] += (Blue) * GX[J + 1][I + 1];
sumY[0] += (Red) * GY[J + 1][I + 1];
sumY[1] += (Green) * GY[J + 1][I + 1];
sumY[2] += (Blue) * GY[J + 1][I + 1];
}
}
SUM[0] = abs(sumX[0]) + abs(sumY[0]);
SUM[1] = abs(sumX[1]) + abs(sumY[1]);
SUM[2] = abs(sumX[2]) + abs(sumY[2]);
}
if (SUM[0] > 255)
SUM[0] = 255;
if (SUM[0] < 0)
SUM[0] = 0;
if (SUM[1] > 255)
SUM[1] = 255;
if (SUM[1] < 0)
SUM[1] = 0;
if (SUM[2] > 255)
SUM[2] = 255;
if (SUM[2] < 0)
SUM[2] = 0;
int newPixel[3];
newPixel[0] = (255 - ((unsigned char) (SUM[0])));
newPixel[1] = (255 - ((unsigned char) (SUM[1])));
newPixel[2] = (255 - ((unsigned char) (SUM[2])));
pixel16 pix(newPixel[0], newPixel[1], newPixel[2]);
buffer[X] = packColour(pix).packed565;
}
//Need to move cursor back
// draw it
this->paintRow(Point(0, Y), buffer, _gl->getWidth());
}
delete[] buffer;
}
Version2
/**
* https://www.cl.cam.ac.uk/projects/raspberrypi/tutorials/image-processing/edge_detection.html
* 1 Iterate over every pixel in the image
* 2 Apply the x gradient kernel
* 3 Apply the y gradient kernel
* 4 Find the length of the gradient using pythagoras' theorem
* 5 Normalise the gradient length to the range 0-255
* 6 Set the pixels to the new values
*/
void sobelEdgeDetection4() {
UnpackedColour colour;
for (int x = 1; x < _gl->getWidth() - 1; x++) {
for (int y = 1; y < _gl->getHeight() - 1; y++) {
// initialise Gx and Gy to 0
int Gx = 0;
int Gy = 0;
unsigned int intensity = 0;
// Left column
pixel16 pixel = this->getPixel(x - 1, y - 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += -intensity;
Gy += -intensity;
pixel = this->getPixel(x - 1, y);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += -2 * intensity;
pixel = this->getPixel(x - 1, y + 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += -intensity;
Gy += +intensity;
// middle column
pixel = this->getPixel(x, y - 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gy += -2 * intensity;
pixel = this->getPixel(x, y + 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gy += +2 * intensity;
// right column
pixel = this->getPixel(x + 1, y - 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += +intensity;
Gy += -intensity;
pixel = this->getPixel(x + 1, y);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += +2 * intensity;
pixel = this->getPixel(x + 1, y + 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += +intensity;
Gy += +intensity;
// calculate the gradient length
unsigned int length = (unsigned int) sqrt(
(float) (Gx * Gx) + (float) (Gy * Gy));
// normalise the length to 0 to 255
length = length / 17;
// draw the pixel on the edge image
pixel16 pixel2(length,length,length);
this->setPixel(x, y, pixel2);
}
}
}
Version 3
// sobel map for the x axis
const double _SOBEL_Gx[3][3] = { { -1.0, +0.0, +1.0 }, { -2.0, +0.0, +2.0 },
{ -1.0, +0.0, +1.0 } };
// sobel map for the y axis
const double _SOBEL_Gy[3][3] = { { +1.0, +2.0, +1.0 }, { +0.0, +0.0, +0.0 },
{ -1.0, -2.0, -1.0 } };
double get_sobel_gradient(int width, int height, int x, int y) {
double sobel_gradient_x = 0, sobel_gradient_y = 0;
int mx = 0, my = 0, sx = 0, sy = 0;
for (mx = x; mx < x + 3; mx++) {
sy = 0;
for (my = y; my < y + 3; my++) {
if (mx < width && my < height) {
//int r, g, b, idx;
int idx = (mx + width * my) * 3;
pixel16 pixVal = this->getPixel(idx);
//r = pixVal.Red;
//g = pixVal.Green;
//b = pixVal.Blue;
UnpackedColour col = this->packColour(pixVal);
sobel_gradient_x += col.packed565 * _SOBEL_Gx[sx][sy];
sobel_gradient_y += col.packed565 * _SOBEL_Gy[sx][sy];
}
sy++;
}
sx++;
}
return abs(sobel_gradient_x) + abs(sobel_gradient_y);
}
void sobelEdgeDetection3() {
double threshold = 50000.0;
UnpackedColour colour;
for (int y = 0; y < _gl->getHeight(); y++) {
for (int x = 0; x < _gl->getWidth(); x++) {
if (get_sobel_gradient(_gl->getWidth(), _gl->getHeight(), x, y)
>= threshold) {
colour.packed565 = 0x0000; //set white
} else {
colour.packed565 = 0xFFFF; //set black
}
this->setPixel(x, y, colour);
}
}
}
For Version 1, after you allocate 2 buffers (just use buffer and bufT), create 2 pointers to point to the current and previous rows, like this:
uint16_t *currentRow = buffer;
uint16_t *prevRow = bufT;
Inside the row loop, write to currentRow instead of buffer:
pixel16 pix(newPixel[0], newPixel[1], newPixel[2]);
currentRow[X] = packColour(pix).packed565;
Because the Sobel filter reads from the previous row, you can't overwrite a row until after you have finished calculating the filtered values for the row after it. So at the end of the loop, where you are currently calling paintRow(), draw the previous row (if one exists), and then swap the buffers so that the current becomes the previous, and the previous becomes the new current row (to be overwritten on the next pass through the loop). On the last row the current row is also drawn, because otherwise it won't be since the outer loop is about to terminate.
if(Y > 0) // draw the previous row if this is not the first row:
this->paintRow(Point(0, Y-1), prevRow, _gl->getWidth());
if(Y == _gl->getHeight()-1) // draw the current row if it is the last:
this->paintRow(Point(0, Y), currentRow, _gl->getWidth());
// swap row pointers:
uint16_t *temp = prevRow;
prevRow = currentRow;
currentRow = temp;
The same strategy should work for the other versions.

TMX issue with Drawing tiles in correct position (c++)

The TMX map is loading correctly but it seems to be positioning my tiles incorrectly.
I'm using the TMX Parser from here: https://code.google.com/p/tmx-parser/
It loads the TMX fine, with no errors. But it's only positioning the tiles according to the their location in the spritesheet.
Here is the code sample:
void Game::DrawMap()
{
SDL_Rect rect_CurTile;
SDL_Rect pos;
int DrawX;
int DrawY;
for (int i = 0; i < map->GetNumLayers(); ++i)
{
// Get a layer.
currLayer = map->GetLayer(i);
for (int x = 0; x < currLayer->GetWidth(); ++x)
{
for (int y = 0; y < currLayer->GetHeight(); ++y)
{
int CurTile = currLayer->GetTileId(x, y);
int Num_Of_Cols = 8;
int tileset_col = (CurTile % Num_Of_Cols);
tileset_col++;
int tileset_row = (CurTile / Num_Of_Cols);
rect_CurTile.x = (1 + (32 + 1) * tileset_col);
rect_CurTile.y = (1 + (32 + 1) * tileset_row);
rect_CurTile.w = 32;
rect_CurTile.h = 32;
DrawX = (x * 32);
DrawY = (y * 32);
pos.x = DrawX;
pos.y = DrawY;
pos.w = 32;
pos.h = 32;
apply_surfaceClip(DrawX,DrawY, surfaceTileset, destSurface, &rect_CurTile);
sprTexture = SDL_CreateTextureFromSurface(mRenderer,destSurface);
SDL_RenderCopy(mRenderer,sprTexture,&rect_CurTile,&pos);
}
}
}
void apply_surfaceClip( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface( source, clip, destination, &offset );
}
I fixed the issue the problem was when using two layers it was drawing zeros here is the finished sample
for (int i = 0; i < map->GetNumLayers(); ++i)
{
// Get a layer.
currLayer = map->GetLayer(i);
for (int x = 0; x < currLayer->GetWidth(); ++x)
{
for (int y = 0; y < currLayer->GetHeight(); ++y)
{
int CurTile = currLayer->GetTileId(x, y);
if(CurTile == 0)
{
continue;
}
int Num_Of_Cols = 8;
int tileset_col = (CurTile % Num_Of_Cols);
int tileset_row = (CurTile / Num_Of_Cols);
std::cout << CurTile << std::endl;
rect_CurTile.x = (1 + (32 + 1) * tileset_col);
rect_CurTile.y = (1 + (32 + 1) * tileset_row);
rect_CurTile.w = 32;
rect_CurTile.h = 32;
DrawX = (x * 32);
DrawY = (y * 32);
pos.x = DrawX;
pos.y = DrawY;
pos.w = 32;
pos.h = 32;
apply_surfaceClip(DrawX,DrawY, surfaceTileset, destSurface, &rect_CurTile);
sprTexture = SDL_CreateTextureFromSurface(mRenderer,destSurface);
SDL_RenderCopy(mRenderer,sprTexture,&rect_CurTile,&pos);
}
}
}

How to "Padding" Image in C++

I am running for displaying RGB image from raw in C++ without any library. When I input the square image (e.g: 512x512), my program can display the image perfectly, but it does not in not_square size image (e.g: 350x225). I understand that I need padding for this case, then I tried to find the same case but it didn't make sense for me how people can pad their image.
If anyone can show me how to pad, I would be thanks for this. And below is what I have done for RGB from Raw.
void CImage_MyClass::Class_MakeRGB(void)
{
m_BMPheader.biHeight = m_uiHeight;
m_BMPheader.biWidth = m_uiWidth;
m_pcBMP = new UCHAR[m_uiHeight * m_uiWidth * 3];
//RGB Image
{
int ind = 0;
for (UINT y = 0; y < m_uiHeight; y++)
{
for (UINT x = 0; x < m_uiHeight*3; x+=3)
{
m_pcBMP[ind++] = m_pcIBuff[m_uiHeight - y -1][x+2];
m_pcBMP[ind++] = m_pcIBuff[m_uiHeight - y -1][x+1];
m_pcBMP[ind++] = m_pcIBuff[m_uiHeight - y -1][x];
}
}
}
}
You need to pad the number of bytes in each line out to a multiple of 4.
void CImage_MyClass::Class_MakeRGB(void)
{
m_BMPheader.biHeight = m_uiHeight;
m_BMPheader.biWidth = m_uiWidth;
//Pad buffer width to next highest multiple of 4
const int bmStride = m_uiWidth * 3 + 3 & ~3;
m_pcBMP = new UCHAR[m_uiHeight * bmStride];
//Clear buffer so the padding bytes are 0
memset(m_pcBMP, 0, m_uiHeight * bmStride);
//RGB Image
{
for(UINT y = 0; y < m_uiHeight; y++)
{
for(UINT x = 0; x < m_uiWidth * 3; x += 3)
{
const int bmpPos = y * bmWidth + x;
m_pcBMP[bmpPos + 0] = m_pcIBuff[m_uiHeight - y - 1][x + 2];
m_pcBMP[bmpPos + 1] = m_pcIBuff[m_uiHeight - y - 1][x + 1];
m_pcBMP[bmpPos + 2] = m_pcIBuff[m_uiHeight - y - 1][x];
}
}
}
}
I also changed the inner for loop to use m_uiWidth instead of m_uiHeight.
#Retired Ninja, Thanks anyway for your answer... you showed me a simple way for this...
But by the way, I have fixed mine as well with different way.. here is it:
void CImage_MyClass::Class_MakeRGB(void)
{
m_BMPheader.biHeight = m_uiHeight;
m_BMPheader.biWidth = m_uiWidth;
int padding = 0;
int scanline = m_uiWidth * 3;
while ( ( scanline + padding ) % 4 != 0 )
{
padding++;
}
int psw = scanline + padding;
m_pcBMP = new UCHAR[m_uiHeight * m_uiWidth * 3 + m_uiHeight * padding];
//RGB Image
int ind = 0;
for (UINT y = 0; y < m_uiHeight; y++)
{
for (UINT x = 0; x < m_uiHeight*3; x+=3)
{
m_pcBMP[ind++] = m_pcIBuff[m_uiHeight - y -1][x+2];
m_pcBMP[ind++] = m_pcIBuff[m_uiHeight - y -1][x+1];
m_pcBMP[ind++] = m_pcIBuff[m_uiHeight - y -1][x];
}
for(int i = 0; i < padding; i++)
ind++;
}
}