Sorting bounded rectangles in opencv - c++

I have a set of bounded rectangles as Rect in a vector.
vector(Rect) boundRect( contours.size() );
I want to sort these rectangles like in the image below
image http://img42.com/liVFt
I have already tried using the method below, but I am not getting the order like in the image I have posted.
stable_sort( boundRect.begin(), boundRect.end(), compareX_rect );
stable_sort( boundRect.begin(), boundRect.end(), compareY_rect );
bool compareX_rect(const Rect & a, const Rect &b) {
return a.x >= b.x;
}
bool compareY_rect(const Rect & a, const Rect &b) {
return a.y >= b.y;
}
Can someone please help me with this? Thanks in advance.

combine into a single sort where the sort will compare y value first, then next on x value:
EDIT: Fixed the sort Tested on coding ground:
bool compareFn(Rectangle* l, Rectangle* r) {
if(l->y == r->y) return l->x < r->x;
return (l->y < r->y);
}
And to reduce noise (depending how much noise is involved) you can do a floor or round function, or calculate a 'cell' that the y value is a part of. Just increase the cell size until it overcomes the noise:
float cellSize = 20.0f;
bool compareFn(Rectangle* l, Rectangle* r) {
float lCell = floorf(l->y / cellSize);
float rCell = floorf(r->y / cellSize);
if(lCell == rCell) return l->x < r->x;
return (lCell < rCell);
}
And here's the program testing it (without noise reduction):
#include <iostream>
#include <vector>
#include <algorithm> // std::sort
using namespace std;
struct Rectangle {
float x;
float y;
float width;
float height;
Rectangle(float x_, float y_, float w_, float h_)
: x(x_)
, y(y_)
, width(w_)
, height(h_)
{}
};
bool compareFn(Rectangle* l, Rectangle* r) {
if(l->y == r->y) return l->x < r->x;
return (l->y < r->y);
}
int main()
{
vector<Rectangle*> rectangles;
for(int x=0; x<10; ++x) {
for(int y=0; y<10; ++y) {
Rectangle* rect = new Rectangle((9 - x) * 50, (9-y) * 50, 50, 50);
rectangles.push_back(rect);
}
}
printf("SORTING\n");
sort(rectangles.begin(), rectangles.end(), compareFn);
printf("RESULTS\n");
for(vector<Rectangle*>::iterator it=rectangles.begin(), end=rectangles.end(); it!=end; ++it) {
Rectangle* rect = *it;
printf("[%f, %f, %f, %f]\n", rect->x, rect->y, rect->width, rect->height);
}
return 0;
}

Related

Memory leakage C++ threading

I have a problem, probably, with memory leaking in C++ threads. I receive a runtime error with code 11. I am writing an optimization algorithm, which aims to optimize parameters of 2D reactors. It generates instances of reforming function, which creates Reformer objects. The reformers have 2 different parameters, which can differ locally in a single reformer and are passed to the reforming function from the main function. To specify, each reformer is divided into a specified number of zones (same dimensions and locations in each reformer), and each zone can have different parameters. Therefore, size of each of 2 vectors is equal to [NUMBER OF REFORMERS] * [NUMBER OF ZONES]. Then, the reforming function creates Segment objects, which number is equal to the number of zones.
I assume that the issue here is that threads try to access the same vector simultaneously and I would really appreciate a solution for that matter.
Remarks:
If I change the main.cpp to substitute the threads with a usual loop, no error is returned.
If I comment out the setProp method in the set_segments functions, no error is returned (with threads).
Threads are highly recommended here, due to long computation time of a single Reformer, and I have an access to a multi-core computing units.
To clarify, I will explain everything with a minimal reproducible example:
input.h
#include <iostream>
#include <fstream>
#include <vector>
#include <thread>
int reactor_no = 2; // number of reformers
int zones_X = 5; // number of zones in a single reformer, X direction
int zones_Y = 2; // number of zones in a single reformer, Y direction
double dim_X = 0.5; // reactor's length
double dim_Y = 0.2; // reactor's height
double wall_t = 0.1; // thickness of the reactor wall
size_t zones = zones_X * zones_Y;
Reformer.h:
#include "input.h"
class Reformer {
public:
Reformer() {}
Reformer(const double& L, const double& Y, const double& wall_t,
const int& zones_X = 1, const int& zones_Y = 1) {
length_ = L;
height_ = Y;
zonesX_ = zones_X;
zonesY_ = zones_Y;
wall_thickness_ = wall_t;
dx_ = length_ / static_cast<double> (zonesX_);
dr_ = height_ / static_cast<double> (zonesY_);
}
private:
double wall_thickness_; // wall thickness (m)
double length_; // recactor length (m)
double height_; // reactor height (m) (excluding wall thickness)
int zonesX_; // number of segments in the X direction
int zonesY_; // number of segments in the Y direction
double dx_; // segment width (m)
double dr_; // segment height (m)
}
Segment.h:
#include "input.h"
class Segment{
public:
Segment() : Segment(0, 0) {}
Segment(int i, int j) {
i_ = i;
j_ = j;
}
void setXR(const double& dx, const double& dr, const int& SL, const int& SR) {
x0_ = i_ * dx;
x1_ = x0_ + dx;
r0_ = j_ * dr;
r1_ = r0_ + dr;
if (i_ == SL - 1) {
x1_ = length;
}
if (j_ == SR - 1) {
r1_ = radius;
}
}
void setWall() {
x0_ = 0;
x1_ = length;
r0_ = radius;
r1_ = radius + wall_t;
}
void setProp(const double& por, const double& por_s, const bool& cat) {
porosity_ = por;
catalyst_ = cat;
}
private:
size_t i_; //segment column no.
size_t j_; //segment row no.
double x0_; //beginning of segment - x coordinate (m)
double x1_; //ending of segment - x coordinate (m)
double r0_; //beginning of segment - r coordinate (m)
double r1_; //ending of segment - r coordinate (m)
int catalyst_; //1 - catalytic, 0 - non-catalytic
double porosity_; //porosity (-)
};
main.cpp:
#include "input.h"
int main() {
int zones = zones_X * zones_Y;
size_t pop_size = reactor_no * zones;
std::vector<int> cat;
cat.reserve(pop_size);
std::vector<double> porosity;
porosity.reserve(pop_size); // the values in the vectors are not important, therefore I will just fill them with 1s
for (int i = 0; i < pop_size; i++) {
cat[i] = 1;
porosity[i] = 1.0;
}
std::vector<std::thread> Ref;
Ref.reserve(reactor_no);
for (k = 0; k < reactor_no; k++) {
Ref.emplace_back(reforming, k, cat, porosity);
}
for (auto &X : Ref) { X.join(); }
}
reforming.cpp:
#include "input.h"
void reforming(const int m, const std::vector<int>& cat_check, const std::vector<double>& por) {
Reformer reactor(length, radius, wall_t, zonesX, zonesY);
std::vector<Segment> seg; // vector holding segment objects
seg.reserve(zones);
set_segments(seg, reactor, zones, m, por, por_s, cat_check);
}
set_segments function:
#include "input.h"
void set_segments(std::vector<Segment> &seg, Reformer &reac, const int m,
const std::vector<double> &por, const std::vector<int> &check) {
int i, j, k, n;
double dx = dim_X / static_cast<double> (zones_X);
double dy = dim_Y / static_cast<double> (zones_Y);
std::vector<Segment*> ptr_seg;
ptr_seg.reserve(zones);
k = 0;
for (i = 0; i < zones_X; i++) {
for (j = 0; j < zones_Y; j++) {
n = m * zones + (i * zones_Y + j);
seg.emplace_back(Segment(i, j));
seg[k].setProp(por[n], check[n]);
seg[k].setXR(dx, dy, zones_X, zones_Y);
k++;
}
}
}
Adding std::ref() to the reforming function call parameters solved the problem.
for (k = 0; k < spec_max; k++) {
Ref.emplace_back(reforming, k, std::ref(cat), std::ref(porosity));
}

How to generalize coordinate array into pixel-wide lines

What I mean by the title is that I have an std::vector of a struct called Coord:
struct Coord
{
int x;
int y;
};
It contains the pixel coordinates that are a certain color on an image. Here they're colored blue (don't mind the red lines and text that is colored)
I would want to remove pixels from that array so that we're left with only pixel-wide lines in the middle of the previous clusters of pixels. On this picture it would look something like this (my horrible sketch):
Here is my function for finding the pixels:
std::vector<Coord> findPathIn(const std::vector< std::vector<Color> >& image, const Color& pathColor, double threshold)
{
int maxError = ceil(threshold * 255.0);
std::vector<Coord> path;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
auto& current = image[x][y];
if (abs(pathColor - current) <= maxError)
path.push_back({ x, y });
}
}
return path;
}
And the Color struct:
struct Color
{
private:
friend int operator - (const Color& a, const Color& b);
public:
int red;
int green;
int blue;
};
int operator - (const Color& a, const Color& b)
{
int sum = 0;
sum += a.red - b.red;
sum += a.green - b.green;
sum += a.blue - b.blue;
int avg = int(sum / 3);
return avg;
}
And to find the path in this image i used findPathIn(image, { 0, 0, 0 }, 0.48) where image is a 2d vector of Color. I'm using the STB library to read and write images.
Thanks in advance.

2D Poisson-disk sampling in a specific square (not a unit square) with specific minimum distance

Is there any way I can modify the poisson-disk points generator finding here.I need to generate new poisson points using the coordinates of points in the textfile.txt to improve the distribution. below the c++ code of poisson-disk sampling in a unit square.
poissonGenerator.h:
#include <vector>
#include <random>
#include <stdint.h>
#include <time.h>
namespace PoissoGenerator
{
class DefaultPRNG
{
public:
DefaultPRNG()
: m_Gen(std::random_device()())
, m_Dis(0.0f, 1.f)
{
// prepare PRNG
m_Gen.seed(time(nullptr));
}
explicit DefaultPRNG(unsigned short seed)
: m_Gen(seed)
, m_Dis(0.0f, 1.f)
{
}
double RandomDouble()
{
return static_cast <double>(m_Dis(m_Gen));
}
int RandomInt(int Max)
{
std::uniform_int_distribution<> DisInt(0, Max);
return DisInt(m_Gen);
}
private:
std::mt19937 m_Gen;
std::uniform_real_distribution<double> m_Dis;
};
struct sPoint
{
sPoint()
: x(0)
, y(0)
, m_valid(false){}
sPoint(double X, double Y)
: x(X)
, y(Y)
, m_valid(true){}
double x;
double y;
bool m_valid;
//
bool IsInRectangle() const
{
return x >= 0 && y >= 0 && x <= 1 && y <= 1;
}
//
bool IsInCircle() const
{
double fx = x - 0.5f;
double fy = y - 0.5f;
return (fx*fx + fy*fy) <= 0.25f;
}
};
struct sGridPoint
{
sGridPoint(int X, int Y)
: x(X)
, y(Y)
{}
int x;
int y;
};
double GetDistance(const sPoint& P1, const sPoint& P2)
{
return sqrt((P1.x - P2.x)*(P1.x - P2.x) + (P1.y - P2.y)*(P1.y - P2.y));
}
sGridPoint ImageToGrid(const sPoint& P, double CellSize)
{
return sGridPoint((int)(P.x / CellSize), (int)(P.y / CellSize));
}
struct sGrid
{
sGrid(int W, int H, double CellSize)
: m_W(W)
, m_H(H)
, m_CellSize(CellSize)
{
m_Grid.resize((m_H));
for (auto i = m_Grid.begin(); i != m_Grid.end(); i++){ i->resize(m_W); }
}
void Insert(const sPoint& P)
{
sGridPoint G = ImageToGrid(P, m_CellSize);
m_Grid[G.x][G.y] = P;
}
bool IsInNeighbourhood(sPoint Point, double MinDist, double CellSize)
{
sGridPoint G = ImageToGrid(Point, CellSize);
//number of adjacent cell to look for neighbour points
const int D = 5;
// Scan the neighbourhood of the Point in the grid
for (int i = G.x - D; i < G.x + D; i++)
{
for (int j = G.y - D; j < G.y + D; j++)
{
if (i >= 0 && i < m_W && j >= 0 && j < m_H)
{
sPoint P = m_Grid[i][j];
if (P.m_valid && GetDistance(P, Point) < MinDist){ return true; }
}
}
}
return false;
}
private:
int m_H;
int m_W;
double m_CellSize;
std::vector< std::vector< sPoint> > m_Grid;
};
template <typename PRNG>
sPoint PopRandom(std::vector<sPoint>& Points, PRNG& Generator)
{
const int Idx = Generator.RandomInt(Points.size() - 1);
const sPoint P = Points[Idx];
Points.erase(Points.begin() + Idx);
return P;
}
template <typename PRNG>
sPoint GenerateRandomPointAround(const sPoint& P, double MinDist, PRNG& Generator)
{
// Start with non-uniform distribution
double R1 = Generator.RandomDouble();
double R2 = Generator.RandomDouble();
// radius should be between MinDist and 2 * MinDist
double Radius = MinDist * (R1 + 1.0f);
//random angle
double Angle = 2 * 3.141592653589f * R2;
// the new point is generated around the point (x, y)
double X = P.x + Radius * cos(Angle);
double Y = P.y + Radius * sin(Angle);
return sPoint(X, Y);
}
// Return a vector of generated points
// NewPointsCount - refer to bridson-siggraph07-poissondisk.pdf
// for details (the value 'k')
// Circle - 'true' to fill a circle, 'false' to fill a rectangle
// MinDist - minimal distance estimator, use negative value for default
template <typename PRNG = DefaultPRNG>
std::vector<sPoint> GeneratePoissonPoints(rsize_t NumPoints, PRNG& Generator, int NewPointsCount = 30,
bool Circle = true, double MinDist = -1.0f)
{
if (MinDist < 0.0f)
{
MinDist = sqrt(double(NumPoints)) / double(NumPoints);
}
std::vector <sPoint> SamplePoints;
std::vector <sPoint> ProcessList;
// create the grid
double CellSize = MinDist / sqrt(2.0f);
int GridW = (int)(ceil)(1.0f / CellSize);
int GridH = (int)(ceil)(1.0f / CellSize);
sGrid Grid(GridW, GridH, CellSize);
sPoint FirstPoint;
do
{
FirstPoint = sPoint(Generator.RandomDouble(), Generator.RandomDouble());
} while (!(Circle ? FirstPoint.IsInCircle() : FirstPoint.IsInRectangle()));
//Update containers
ProcessList.push_back(FirstPoint);
SamplePoints.push_back(FirstPoint);
Grid.Insert(FirstPoint);
// generate new points for each point in the queue
while (!ProcessList.empty() && SamplePoints.size() < NumPoints)
{
#if POISSON_PROGRESS_INDICATOR
// a progress indicator, kind of
if (SamplePoints.size() % 100 == 0) std::cout << ".";
#endif // POISSON_PROGRESS_INDICATOR
sPoint Point = PopRandom<PRNG>(ProcessList, Generator);
for (int i = 0; i < NewPointsCount; i++)
{
sPoint NewPoint = GenerateRandomPointAround(Point, MinDist, Generator);
bool Fits = Circle ? NewPoint.IsInCircle() : NewPoint.IsInRectangle();
if (Fits && !Grid.IsInNeighbourhood(NewPoint, MinDist, CellSize))
{
ProcessList.push_back(NewPoint);
SamplePoints.push_back(NewPoint);
Grid.Insert(NewPoint);
continue;
}
}
}
#if POISSON_PROGRESS_INDICATOR
std::cout << std::endl << std::endl;
#endif // POISSON_PROGRESS_INDICATOR
return SamplePoints;
}
}
and the main program is:
poisson.cpp
#include "stdafx.h"
#include <vector>
#include <iostream>
#include <fstream>
#include <memory.h>
#define POISSON_PROGRESS_INDICATOR 1
#include "PoissonGenerator.h"
const int NumPoints = 20000; // minimal number of points to generate
int main()
{
PoissonGenerator::DefaultPRNG PRNG;
const auto Points =
PoissonGenerator::GeneratePoissonPoints(NumPoints,PRNG);
std::ofstream File("Poisson.txt", std::ios::out);
File << "NumPoints = " << Points.size() << std::endl;
for (const auto& p : Points)
{
File << " " << p.x << " " << p.y << std::endl;
}
system("PAUSE");
return 0;
}
Suppose you have a point in the space [0,1] x [0,1], in the form of a std::pair<double, double>, but desire points in the space [x,y] x [w,z].
The function object
struct ProjectTo {
double x, y, w, z;
std::pair<double, double> operator(std::pair<double, double> in)
{
return std::make_pair(in.first * (y - x) + x, in.second * (z - w) + w);
}
};
will transform such an input point into the desired output point.
Suppose further you have a std::vector<std::pair<double, double>> points, all drawn from the input distribution.
std::copy(points.begin(), points.end(), points.begin(), ProjectTo{ x, y, w, z });
Now you have a vector of points in the output space.

Performant Threaded C++ Pixel Rendering: Fastest Way?

My goal is simple: I want to create a rendering system in C++ that can draw thousands of bitmaps on screen. I have been trying to use threads to speed up the process but to no avail. In most cases, I have actually slowed down performance by using multiple threads. I am using this project as an educational exercise by not using hardware acceleration. That said, my question is this:
What is the best way to use several threads to accept a massive list of images to be drawn onto the screen and render them at break-neck speeds? I know that I won’t be able to create a system that can rival hardware accelerated graphics, but I believe that my idea is still feasible because the operation is so simple: copying pixels from one memory location to another.
My renderer design uses three core blitting operations: position, rotation, and scale of a bitmap image. I have it set up to only rotate an image when needed, and only scale an image when needed.
I have gone through several designs for this system. All of them too slow to get the job done (300 64x64 bitmaps at barely 60fps).
Here are the designs I have tried:
Immediately drawing a source bitmap on a destination bitmap for every image on screen (moderate speed).
Creating workers that accept a draw instruction and immediately begin working on it while other workers receive their instructions also (slowest).
Workers that receive packages of several instructions at a time (slower).
Saving all drawing instructions up and then parting them up in one swoop to several workers while other tasks (in theory) are being done (slowest).
Here is the bitmap class I am using to blit bitmaps onto each other:
class Bitmap
{
public:
Bitmap(int w, int h)
{
width = w;
height = h;
size = w * h;
pixels = new unsigned int[size];
}
virtual ~Bitmap()
{
if (pixels != 0)
{
delete[] pixels;
pixels = 0;
}
}
void blit(Bitmap *bmp, float x, float y, float rot, float sclx,
float scly)
{
// Position only
if (rot == 0 && sclx == 1 && scly == 1)
{
blitPos(bmp, x, y);
return;
}
// Rotate only
else if (rot != 0 && sclx == 1 && scly == 1)
{
blitRot(bmp, x, y, rot);
return;
}
// Scale only
else if (rot == 0 && (sclx != 1 || scly != 1))
{
blitScl(bmp, x, y, sclx, scly);
return;
}
/////////////////////////////////////////////////////////////////////////////
// If it is not one of those, you have to do all three... :D
/////////////////////////////////////////////////////////////////////////////
// Create a bitmap that is scaled to the new size.
Bitmap tmp((int)(bmp->width * sclx), (int)(bmp->height * scly));
// Find how much each pixel steps:
float step_x = (float)bmp->width / (float)tmp.width;
float step_y = (float)bmp->height / (float)tmp.height;
// Fill the scaled image with pixels!
float inx = 0;
int xOut = 0;
while (xOut < tmp.width)
{
float iny = 0;
int yOut = 0;
while (yOut < tmp.height)
{
unsigned int sample = bmp->pixels[
(int)(std::floor(inx) + std::floor(iny) * bmp->width)
];
tmp.drawPixel(xOut, yOut, sample);
iny += step_y;
yOut++;
}
inx += step_x;
xOut++;
}
blitRot(&tmp, x, y, rot);
}
void drawPixel(int x, int y, unsigned int color)
{
if (x > width || y > height || x < 0 || y < 0)
return;
if (color == 0x00000000)
return;
int index = x + y * width;
if (index >= 0 && index <= size)
pixels[index] = color;
}
unsigned int getPixel(int x, int y)
{
return pixels[x + y * width];
}
void clear(unsigned int color)
{
std::fill(&pixels[0], &pixels[size], color);
}
private:
void blitPos(Bitmap *bmp, float x, float y)
{
// Don't draw if coordinates are already past edges
if (x > width || y > height || y + bmp->height < 0 || x + bmp->width < 0)
return;
int from;
int to;
int destfrom;
int destto;
for (int i = 0; i < bmp->height; i++)
{
from = i * bmp->width;
to = from + bmp->width;
//////// Caps
// Bitmap is being drawn past the right edge
if (x + bmp->width > width)
{
int cap = bmp->width - ((x + bmp->width) - width);
to = from + cap;
}
// Bitmap is being drawn past the left edge
else if (x + bmp->width < bmp->width)
{
int cap = bmp->width + x;
from += (bmp->width - cap);
to = from + cap;
}
//////// Destination Maths
if (x < 0)
{
destfrom = (y + i) * width;
destto = destfrom + (bmp->width + x);
}
else
{
destfrom = x + (y + i) * width;
destto = destfrom + bmp->width;
}
// Bitmap is being drawn past either top or bottom edges
if (y + i > height - 1)
{
continue;
}
if (destfrom > size || destfrom < 0)
{
continue;
}
memcpy(&pixels[destfrom], &bmp->pixels[from], sizeof(unsigned int) * (to - from));
}
}
void blitRot(Bitmap *bmp, float x, float y, float rot)
{
float sine = std::sin(-rot);
float cosine = std::cos(-rot);
int x1 = (int)(-bmp->height * sine);
int y1 = (int)(bmp->height * cosine);
int x2 = (int)(bmp->width * cosine - bmp->height * sine);
int y2 = (int)(bmp->height * cosine + bmp->width * sine);
int x3 = (int)(bmp->width * cosine);
int y3 = (int)(bmp->width * sine);
int minx = (int)std::min(0, std::min(x1, std::min(x2, x3)));
int miny = (int)std::min(0, std::min(y1, std::min(y2, y3)));
int maxx = (int)std::max(0, std::max(x1, std::max(x2, x3)));
int maxy = (int)std::max(0, std::max(y1, std::max(y2, y3)));
int w = maxx - minx;
int h = maxy - miny;
int srcx;
int srcy;
int dest_x;
int dest_y;
unsigned int color;
for (int sy = miny; sy < maxy; sy++)
{
for (int sx = minx; sx < maxx; sx++)
{
srcx = sx * cosine + sy * sine;
srcy = sy * cosine - sx * sine;
dest_x = x + sx;
dest_y = y + sy;
if (dest_x <= width - 1 && dest_y <= height - 1
&& dest_x >= 0 && dest_y >= 0)
{
color = 0;
// Only grab a pixel if it is inside of the src image
if (srcx < bmp->width && srcy < bmp->height && srcx >= 0 &&
srcy >= 0)
color = bmp->getPixel(srcx, srcy);
// Only this pixel if it is not completely transparent:
if (color & 0xFF000000)
// Only if the pixel is somewhere between 0 and the bmp size
if (0 < srcx < bmp->width && 0 < srcy < bmp->height)
drawPixel(x + sx, y + sy, color);
}
}
}
}
void blitScl(Bitmap *bmp, float x, float y, float sclx, float scly)
{
// Create a bitmap that is scaled to the new size.
int finalwidth = (int)(bmp->width * sclx);
int finalheight = (int)(bmp->height * scly);
// Find how much each pixel steps:
float step_x = (float)bmp->width / (float)finalwidth;
float step_y = (float)bmp->height / (float)finalheight;
// Fill the scaled image with pixels!
float inx = 0;
int xOut = 0;
float iny;
int yOut;
while (xOut < finalwidth)
{
iny = 0;
yOut = 0;
while (yOut < finalheight)
{
unsigned int sample = bmp->pixels[
(int)(std::floor(inx) + std::floor(iny) * bmp->width)
];
drawPixel(xOut + x, yOut + y, sample);
iny += step_y;
yOut++;
}
inx += step_x;
xOut++;
}
}
public:
int width;
int height;
int size;
unsigned int *pixels;
};
Here is some code showing the latest method I have tried: saving up all instructions and then giving them to workers once they have all been received:
class Instruction
{
public:
Instruction() {}
Instruction(Bitmap* out, Bitmap* in, float x, float y, float rot,
float sclx, float scly)
: outbuffer(out), inbmp(in), x(x), y(y), rot(rot),
sclx(sclx), scly(scly)
{ }
~Instruction()
{
outbuffer = nullptr;
inbmp = nullptr;
}
public:
Bitmap* outbuffer;
Bitmap* inbmp;
float x, y, rot, sclx, scly;
};
Layer Class:
class Layer
{
public:
bool empty()
{
return instructions.size() > 0;
}
public:
std::vector<Instruction> instructions;
int pixel_count;
};
Worker Thread Class:
class Worker
{
public:
void start()
{
done = false;
work_thread = std::thread(&Worker::processData, this);
}
void processData()
{
while (true)
{
controller.lock();
if (done)
{
controller.unlock();
break;
}
if (!layers.empty())
{
for (int i = 0; i < layers.size(); i++)
{
for (int j = 0; j < layers[i].instructions.size(); j++)
{
Instruction* inst = &layers[i].instructions[j];
inst->outbuffer->blit(inst->inbmp, inst->x, inst->y, inst->rot, inst->sclx, inst->scly);
}
}
layers.clear();
}
controller.unlock();
}
}
void finish()
{
done = true;
}
public:
bool done;
std::thread work_thread;
std::mutex controller;
std::vector<Layer> layers;
};
Finally, the Render Manager Class:
class RenderManager
{
public:
RenderManager()
{
workers.reserve(std::thread::hardware_concurrency());
for (int i = 0; i < 1; i++)
{
workers.emplace_back();
workers.back().start();
}
}
void layer()
{
layers.push_back(current_layer);
current_layer = Layer();
}
void blit(Bitmap* out, Bitmap* in, float x, float y, float rot, float sclx, float scly)
{
current_layer.instructions.emplace_back(out, in, x, y, rot, sclx, scly);
}
void processInstructions()
{
if (layers.empty())
layer();
lockall();
int index = 0;
for (int i = 0; i < layers.size(); i++)
{
// Evenly distribute the layers in a round-robin fashion
Layer l = layers[i];
workers[index].layers.push_back(layers[i]);
index++;
if (index >= workers.size()) index = 0;
}
layers.clear();
unlockall();
}
void lockall()
{
for (int i = 0; i < workers.size(); i++)
{
workers[i].controller.lock();
}
}
void unlockall()
{
for (int i = 0; i < workers.size(); i++)
{
workers[i].controller.unlock();
}
}
void finish()
{
// Wait until every worker is done rendering
lockall();
// At this point, we know they have nothing more to draw
unlockall();
}
void endRendering()
{
for (int i = 0; i < workers.size(); i++)
{
// Send each one an exit code
workers[i].finish();
}
// Let the workers finish and then return
for (int i = 0; i < workers.size(); i++)
{
workers[i].work_thread.join();
}
}
private:
std::vector<Worker> workers;
std::vector<Layer> layers;
Layer current_layer;
};
Here is a screenshot of what the 3rd method I tried, and it's results:
Sending packages of draw instructions
What would really be helpful is that if someone could simply point me in the right direction in regards to what method I should try. I have tried these four methods and have failed, so I stand before those who have done greater things than I for help. The least intelligent person in the room is the one that does not ask questions because his pride does not permit it. Please keep in mind though, this is my first question ever on Stack Overflow.

Bug in image blitting algorihtm - 'italic' output

I've got a function which blits some region of source image to destination image. And there is a problem: I've got a bug in it but I can't find it. Probably it's very trivial, but I spent many hours on it :). My algorithm 'tilts' objects on image. In debugging i saw that it copies a little more pixels than it should (e.g 36836 instead 36481)
struct Point
{
unsigned x, y;
Point(unsigned x, unsigned y) : x(x), y(y) { }
Point() : x(0), y(0) { }
};
struct Rect
{
Point lt, rd; // left-top and right-down vertexs
};
struct Img
{
vector<unsigned char> px; // pixel data in linear form (RBGARBGARBGA...)
unsigned w, h; // width and heigth of image
};
inline bool isInRect(const Point& p, const Rect& r)
{
return (p.x >= r.lt.x && p.y >= r.lt.y && p.x <= r.rd.x && p.y <= r.rd.y);
}
unsigned blit(const Img& src, Img& dest, const Rect& reg) // <--- THIS FUNCTION
{
dest.w = reg.rd.x - reg.lt.x;
dest.h = reg.rd.y - reg.lt.y;
dest.px.clear();
unsigned n = 0;
for(int i = (reg.lt.y * src.w + reg.lt.x) * 4; i < src.px.size(); i += 4)
{
unsigned y = (i / 4) / src.w;
unsigned x = (i / 4) % src.w;
if(isInRect(Point(x, y), reg))
{
dest.px.push_back(src.px[i]);
dest.px.push_back(src.px[i + 1]);
dest.px.push_back(src.px[i + 2]);
dest.px.push_back(src.px[i + 3]);
n += 4;
}
if(y > reg.rd.y)
break;
}
return n / 4;
}
Example:
Image fragment to blit: http://www.mediafire.com/view/1rb8dyc4z8xq5rl/arial-toblit.PNG
Algorithm output: http://www.mediafire.com/view/qe9j38gq5tp299v/arial-A.png