Understanding how an image file is printed through fprintf - c++

I am actually working on a framework which implements a Path Tracer. I am having issues at understanding how the final image is written. The result is correct and the image looks nice (low number of samples):
but I have to understand how the code works since (according to me) something works is weird with the indices. This is the code in short:
struct Vec {
double x, y, z; // position, also color (r,g,b)
Vec(double x_ = 0, double y_ = 0, double z_ = 0){ x = x_; y = y_; z = z_; }
};
Vec *c = new Vec[width * height];
for (int y = 0; y<height; y++){// Loop over image rows
for (unsigned short x = 0; x<width; x++) { // Loop cols
Vec r = calculatePixelColor(x,y);
int i = (height - y - 1) * width + x;
c[i] = c[i] + r;
}
}
FILE *ff = fopen("image.ppm", "w"); // Write image to PPM file.
fprintf(ff, "P3\n%d %d\n%d\n", width, height, 255);
for (int y = 0; y < height; y++) for (int x = 0; x < width; x++){
Vec pixel = c[x + y * width];
int red = CLAMP((int)(sqrtf(pixel.x) * 255.0f), 0, 255);
int green = CLAMP((int)(sqrtf(pixel.y) * 255.0f), 0, 255);
int blue = CLAMP((int)(sqrtf(pixel.z) * 255.0f), 0, 255);
fprintf(ff, "%d %d %d ", (red), (green), (blue));
}
fclose(ff);
Now, we have a pointer to Vec named c which contains all the informations of the pixels. This info are stored according to the index i = (height - y - 1) * width + x; . It means that the Vec* c starts describing the image from the last row. So, the first Vec pointed by c is the pixel at the bottom-left corner of the image (if I am not wrong). Therefore, if I am right, this leads me asking: how does fprintf work? According to the documentation it just writes down the stream from the top to the bottom.. so in theory the image should be flipped. Where is the trick?

Related

Getting top layer of 3d noise

I've generated a cubic world using FastNoiseLite but I don't know how to differentiate top level blocks as grass and bottom one's dirt when using 3d noise.
TArray<float> CalculateNoise(const FVector& ChunkPosition)
{
Densities.Reset();
// ChunkSize is 32
for (int z = 0; z < ChunkSize; z++)
{
for (int y = 0; y < ChunkSize; y++)
{
for (int x = 0; x < ChunkSize; x++)
{
const float Noise = GetNoise(FVector(ChunkPosition.X + x, ChunkPosition.Y + y, ChunkPosition.Z + z));
Densities.Add(Noise - ChunkPosition.Z);
}
}
}
return Densities;
}
void AddCubeMaterial(const FVector& ChunkPosition)
{
const int32 DensityIndex = GetIndex(ChunkPosition);
const float Density = Densities[DensityIndex];
if (Density < 1)
{
// Add Grass block
}
// Add dirt block
}
void GetNoise(const FVector& Position) const
{
const float Height = 280.f;
if (bIs3dNoise)
{
FastNoiseLiteObj->GetNoise(Position.X, Position.Y, Position.Z) * Height;
}
FastNoiseLiteObj->GetNoise(Position.X, Position.Y) * Height;
}
This is the result when using 3D noise.
3D Noise result
But if I switch to 2D noise it works perfectly fine.
2D Noise result
This answer applies to Perlin like noise.
Your integer chunk size is dis-contiguous in noise space.
'Position' needs to be scaled by 1/Height. To scale the noise as a contiguous block. Then scale by Height.
If you were happy with the XY axes(2D), you could limit the scaling to the Z axis:
FastNoiseLiteObj->GetNoise(Position.X, Position.Y, Position.Z / Height) * Height;
This adjustment provides a noise continuous Z block location with respect to Position(X,Y).
Edit in response to comments
Contiguous:
The noise algorithm guarantees continuous output in all dimensions.
By sampling every 32 pixels (dis-contiguous sampling), The continuity is broken, on purpose(?) and augmented by the Density.
To guarantee a top level grass layer:
Densities.Add(Noise + (ChunkPosition.Z > Threshold) ? 1: 0);
Your code- ChunkPosition.Z made grass thicker as it went down. Add it back if you wish.
To add random overhangs/underhangs reduce the Density threshold randomly:
if (Density < (rnd() < 0.125)? 0.5 : 1)
I leave the definition of rnd() to your preferred random distribution.
To almost always have overhangs, requires forward lookup of the next and previous blocks' Z in noise.
Precalculate the noise values for the next line into alternating arrays 2 wider than the width to support the edges set at 0.
The algorithm is:
// declare arrays: currentnoise[ChunkSize + 2] and nextnoise[ChunkSize +2] and alpha=.2; //see text
for (int y = 0; y < ChunkSize; y++) // note the reorder y-z-x
{
// pre load currentnoise for z=0
currentnoise[0] = 0;
currentnoise[ChunkSize+1] = 0;
for (int x = 0; x < ChunkSize; x++)
{
currentnoise[x + 1] = GetNoise(FVector(ChunkPosition.X + x, ChunkPosition.Y + y, ChunkPosition.Z));
}
for (int z = 1; z < ChunkSize -2; z++)
{
nextnoise[0] = 0;
nextnoise[ChunkSize+1] = 0;
// load next
for (int x = 0; x < ChunkSize; x++)
{
nextnoise[x + 1] = GetNoise(FVector(ChunkPosition.X + x, ChunkPosition.Y + y, ChunkPosition.Z + z+1));
}
// apply current with next
for (int x = 0; x < ChunkSize; x++)
{
Densities.Add(currentnoise[x + 1] * .75 + nextnoise[x+2] * alpha + nextnoise[x] * alpha);
}
// move next to current in a memory safe manor:
// it is faster to swap pointers, but this is much safer for portability
for (int i = 1; i < ChunkSize + 1; i++)
currentnoise[i]=nextnoise[i];
}
// apply last z(no next)
for (int x = 0; x < ChunkSize; x++)
{
Densities.Add(currentnoise[X + 1]);
}
}
Where alpha is approximately between .025 and .25 depending on preferred fill amounts.
The 2 inner most x for loops could be streamlined into 1 loop, but left separate for readability.(it requires 2 preloads)

Find the average colour on screen in SDL

in SDL we're trying to find the average colour of the screen. To do so we're reading all the pixel colour values and putting them into an array (Performance is not of concern), for some reason however, GetPixel always returns a colour (0,0,0,0). Ive already established that the RenderReadPixels works correctly since saving a screenshot works just fine.
const Uint32 format = SDL_PIXELFORMAT_ARGB8888;
SDL_Surface* surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, format);
SDL_RenderReadPixels(renderer, NULL, format, surface->pixels, surface->pitch);
float* coverage = new float[width*height]; // * allocates memory
coverage[0] = 1;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
SDL_Color col;
col = GetPixel(surface, i, j);
coverage[i * height + j] = (1/3)(col.r + col.b + col.g); //Return coverage value at i, j
std::cout << coverage[i * height + j]; //Always returns 0
std::cout << "\n";
}
}
SDL_Color GetPixel(SDL_Surface* srf, int x, int y)
{
SDL_Color color;
SDL_GetRGBA(get_pixel32(srf, x, y), srf->format, &color.r, &color.g, &color.b, &color.a);
return color;
}
Uint32 get_pixel32(SDL_Surface* surface, int x, int y)
{
//Convert the pixels to 32 bit
Uint32* pixels = (Uint32*)surface->pixels;
//Get the requested pixel
return pixels[(y * surface->w) + x];
}
1/3 is always 0 because of the way number promotion works in C++.
Best be explicit about what you want:
coverage[i * height + j] = float(col.r + col.b + col.g) / 3.0;

how do I fill the gaps between pixel in bmp file after loading the pixel array into the array with padded rows

I wrote a program in c++ to draw the pixel of bmp image into the console using SetPixel windows function, but after loading the pixel array into the array the image got printed on the console with gaps between the pixels. Thanks in advance for your help!
This is the output of the printed image on the console.
This is the original Image I provided to it.
As you can see here the image width also changes after the print on the console.
// bmp bitmap
#include <stdlib.h>
#include <stdio.h>
#include <windows.h>
using namespace std;
#pragma pack(1)
struct BitmapFileHeader {
unsigned short type;
unsigned int size;
unsigned short reserved1;
unsigned short reserved2;
unsigned int offset;
};
#pragma pack(0)
unsigned char grayScale(unsigned char r, unsigned char g, unsigned char b) {
return ((r + g + b) / 3);
}
int main() {
char *data;
FILE *filePointer;
int **ImageArray;
BitmapFileHeader *bmp = (struct BitmapFileHeader*)malloc(sizeof(struct BitmapFileHeader));
BITMAPINFOHEADER *BitmapInfoHeader = (BITMAPINFOHEADER*)malloc(sizeof(BITMAPINFOHEADER));
HWND console = GetConsoleWindow();
HDC context = ::GetDC(console) ;
filePointer = fopen("tom.bmp", "rb");
if(!filePointer) {
perror("");
}
fread(reinterpret_cast<BitmapFileHeader*>(bmp), sizeof(BitmapFileHeader), 1, filePointer);
fread(reinterpret_cast<BITMAPINFOHEADER*>(BitmapInfoHeader), sizeof(BITMAPINFOHEADER), 1, filePointer);
if(BitmapInfoHeader->biSize == 40 && BitmapInfoHeader->biCompression == BI_BITFIELDS) {
printf("This types of image uses Extra bit masks\n");
}
// row pading
int RowSize = ((BitmapInfoHeader->biBitCount * BitmapInfoHeader->biWidth + 31) / 32) * 4;
int PixelArraySize = RowSize * BitmapInfoHeader->biHeight;
int height = BitmapInfoHeader->biHeight * 5;
int width = BitmapInfoHeader->biWidth * 5;
printf("RowSize: %d PixelArraySize: %d\n", RowSize, PixelArraySize);
ImageArray = (int**)malloc(sizeof(int*)*height);
// memory allocation
for(int i = 0; i < height; i++)
ImageArray[i] = (int*)malloc(sizeof(int)*width);
data = (char*)malloc(PixelArraySize);
fseek(filePointer, bmp->offset, SEEK_SET);
// set image into array
for(int ii = 0; ii < height; ii+=3) {
fread(data, RowSize, 3, filePointer);
for(int jj = 0; jj < width; jj+=3) {
ImageArray[ii][jj] = grayScale(data[jj+2], data[jj+1], data[jj]);
SetPixel(context, -jj+1000, -ii+500, RGB(data[jj+2], data[jj+1], data[jj]));
}
}
fclose(filePointer);
return 0;
}
here is the code, which I wrote.
A pixel is described by three bytes, one for each RGB channel. You are dealing with two indices here: The index of the pixel in the row data and the position of the pixel in width direction. You place the pixel and access the row data with the same index.
So:
for (int jj = 0; jj < width; jj++) { // jj: position
int kk = 3 * jj; // kk: data index
ImageArray[ii][jj] = grayScale(data[kk + 2], data[kk + 1], data[kk]);
SetPixel(context, -jj + 1000, -ii + 500, RGB(data[kk + 2], data[kk + 1], data[kk]));
}
The vertical gaps, i.e. the blank lines, come from incrementing by 3, where you should just increment by 1. (You have no "data index" here, because you read your data row-wide for the current row ii.)
If you want to enlarge your image, as the multiplication of width and height by 5 suggests, you must add a third index: You now have two positions, the source and target positions. This will be easier if you separate your loops: Create ImageArray of the source image in a first nested loop, then draw your scaled target image to the console with a loop over the target oordinates:
int scale = 5;
int ww = scale * w;
int hh = scale * h;
// read ImageArray
for (int y = 0; y < h; y++) {
fread(data, RowSize, 3, filePointer);
for (int x = 0; x < w; x++) {
ImageArray[y][x] = ...;
SetPixel(context, -jj+1000, -ii+500, RGB(data[jj+2], data[jj+1], data[jj]));
}
}
for (int yy = 0; yy < hh; yy++) {
fread(data, RowSize, 3, filePointer);
for (int xx = 0; xx < ww; xx++) {
int x = xx / scale;
int y = yy / scale;
SetPixel(context, yy, xx, ImageArray[y][x]);
}
}
(Here, single letters re source values, double leters are target values.)

Texture2D to Texture3D

I would like to know how can I create a Texture3D from a Texture2D.
I've found some good examples : Unity 4 - 3D Textures (Volumes) or Unity - 3D Textures or Color Correction Lookup Texture
int dim = tex2D.height;
Color[] c2D = tex2D.GetPixels();
Color[] c3D = new Color[c2D.Length];
for (int x = 0; x < dim; ++x)
{
for (int y = 0; y < dim; ++y)
{
for (int z = 0; z < dim; ++z)
{
int y_ = dim - y - 1;
c3D[x + (y * dim) + (z * dim * dim)] = c2D[z * dim + x + y_ * dim * dim];
}
}
}
But this only works when you have
Texture2D.height= Mathf.FloorToInt(Mathf.Sqrt(Texture2D.width))
or if
Depth = Width = Height
How can I extract the values when the depth is not equal to the width or the height ?
It seems simple but I am missing something...
Thank you very much.
You can split the texture as follows:
//Iterate the result
for(int z = 0; z < depth; ++z)
for(int y = 0; y < height; ++y)
for(int x = 0; x < width; ++x)
c3D[x + y * width + z * width * height]
= c2D[x + y * width * depth + z * width]
You can get to this index formula as follows:
Advancing by 1 in the x-direction results in an increment by 1 (just the next pixel).
Advancing by 1 in the y-direction results in an increment by depth * width (skip 4 images with the according width).
Advancing by 1 in the z-direction results in an increment by width (skip one image row).
Or if you prefer the other direction:
//Iterate the original image
for(int y = 0; y < height; ++y)
for(int x = 0; x < width * depth; ++x)
c3D[(x % width) + y * width + (x / width) * width * height] = c2D[x + y * width * depth];
Unfortunately, there's not much documentation about the 3DTexture. I've tried to simply use the c2D as the Texture's data but it doesn't give an appropriate result.
For the moment I tried this which gives better result but I don't know of it's correct.
for (int x = 0; x < width; ++x)
{
for (int y = 0; y < height; ++y)
{
for (int z = 0; z < depth; ++z)
{
int y_ = height - y - 1;
c3D[x + (y * height) + (z * height * depth)] = c2D[z * height + x + y_ * height * depth];
}
}
}
From your picture, it looks like you have the planes of the 3D texture you want side by side? So you want a 3D texture with dimensions (width, height, depth) from a 2D texture with (width * depth, height)? You should be able to do this with something like this:
for (int z = 0; z < depth; ++z)
{
for (int y = 0; y < height; ++y)
{
memcpy(c3D + (z * height + y) * width, c2D + (y * depth + z) * width, width * sizeof(Color));
}
}

opencv filter on multi-dimension Mat

i want to transport the follow codes into c++:
gaussFilter = fspecial('gaussian', 2*neighSize+1, 0.5*neighSize);
pointFeature = imfilter(pointFeature, gaussFilter, 'symmetric');
where the pointFeature is a [height, width, 24] array.
i try to use filter2D, but it only support the 2D array.
so i want to know if there are functions in opencv that can filtering the multi-dimensional array?
You can use separable kernel filters for make anydimentional filter.
If you are using OpenCV, you could try this for a 3 Dimensional MatND:
void Smooth3DHist(cv::MatND &hist, const int& kernDimension)
{
assert(hist.dims == 3);
int x_size = hist.size[0];
int y_size = hist.size[1];
int z_size = hist.size[2];
int xy_size = x_size*y_size;
cv::Mat kernal = cv::getGaussianKernel(kernDimension, -1, CV_32F);
// Filter XY dimensions for every Z
for (int z = 0; z < z_size; z++)
{
float *ind = (float*)hist.data + z * xy_size; // sub-matrix pointer
cv::Mat subMatrix(2, hist.size, CV_32F, ind);
cv::sepFilter2D(subMatrix, subMatrix, CV_32F, kernal.t(), kernal, Point(-1,-1), 0.0, cv::BORDER_REPLICATE);
}
// Filter Z dimension
float* kernGauss = (float *)kernal.data;
unsigned kernSize = kernal.total();
int kernMargin = (kernSize - 1)/2;
float* lineBuffer = new float[z_size + 2*kernMargin];
for (int y = 0; y < y_size; y++)
{
for (int x = 0; x < x_size; x++)
{
// Copy along Z dimension into a line buffer
float* z_ptr = (float*)hist.data + y * x_size + x;//same as hist.ptr<float>(0, y, x)
for (int z = 0; z < z_size; z++, z_ptr += xy_size)
{
lineBuffer[z + kernMargin] = *z_ptr;
}
// Replicate borders
for (int m = 0; m < kernMargin; m++)
{
lineBuffer[m] = lineBuffer[kernMargin];// replicate left side
lineBuffer[z_size + 2*kernMargin - 1 - m] = lineBuffer[kernMargin + z_size - 1];//replicate right side
}
// Filter line buffer 1D - convolution
z_ptr = (float*)hist.data + y * x_size + x;
for (int z = 0; z < z_size; z++, z_ptr += xy_size)
{
*z_ptr = 0.0f;
for (unsigned k = 0; k < kernSize; k++)
{
*z_ptr += lineBuffer[z+k]*kernGauss[k];
}
}
}
}
delete [] lineBuffer;
}