Black/White Image with unsigned char is blue instead of black C++ - c++

I'm reading an .img Gray Scale Image (512 byte header, 512 x 512 pixels x 8 bits per pixel).
There I'm determining a threshold to turn the Gray-Scale image into a binary image (black/white).
But when I assign 0 to the pixels, it turns out to be a light blue (#01fffd)?!?! When I use the value 2 it's almost black (#020100).
Can you explain me how this comes?
I read the image like this:
int width = 512;
int height = 512;
File* imageFilePointerIn = fopen("image.img", "r+b");
File* binaryImageFilePointerOut = fopen("imageOut.img",
"w+b");
unsigned char* header = new unsigned char[512];
unsigned char** imageData = new unsigned char*[width];
unsigned char** binaryImageArray = new unsigned char*[width];
fread(header, sizeof(char), 512, imageFilePointerIn);
for (int i = 0; i < width; i++) {
data[i] = new unsigned char[height];
fread(data[i], sizeof(char), height, imageFilePointerIn);
}
for (int i = 0; i < width; i++) {
binaryImageArray[i] = new unsigned char[height];
}
char unsigned thresholdBinaryImage = 128;
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
if (thresholdBinaryImage <= data[i][j]) {
binaryImageArray[i][j] = 255;
} else {
binaryImageArray[i][j] = 0;
}
}
}
fwrite(header, sizeof(char), headerSize, binaryImageFilePointerOut);
for (int i = 0; i < width; i++) {
fwrite(binaryImageArray[i], sizeof(char), height,
binaryImageFilePointerOut);
}
fclose(binaryImageFilePointerOut);
fclose(imageFilePointerIn);
I have no idea why colors could be displayed at all?
For displaying I transfer the .img file into a .ras file with a code snipped from the internet. But I don't think that the error could be there since I saw others using the same code for transforming .img Grayscales into .ras just for displaying without having colors.
Would be nice to get any suggestion :).

Related

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.)

How do I create a dynamic array of arrays (of arrays)?

I'm trying to create a dynamic array of arrays (of arrays). But for some reason the data gets corrupted. I'm using the data to generate a texture in a OpenGL application.
The following code works fine:
unsigned char imageData[64][64][3];
for (int i = 0; i < 64; i++)
{
for (int j = 0; j < 64; j++)
{
unsigned char r = 0, g = 0, b = 0;
if (i < 32)
{
if (j < 32)
r = 255;
else
b = 255;
}
else
{
if (j < 32)
g = 255;
}
imageData[i][j][0] = r;
imageData[i][j][1] = g;
imageData[i][j][2] = b;
}
std::cout << std::endl;
}
glTexImage2D(target, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
Problem is, I want to be able to create a texture of any size (not just 64*64). So I'm trying this:
unsigned char*** imageData = new unsigned char**[64]();
for (int i = 0; i < 64; i++)
{
imageData[i] = new unsigned char*[64]();
for (int j = 0; j < 64; j++)
{
imageData[i][j] = new unsigned char[3]();
unsigned char r = 0, g = 0, b = 0;
if (i < 32)
{
if (j < 32)
r = 255;
else
b = 255;
}
else
{
if (j < 32)
g = 255;
}
imageData[i][j][0] = r;
imageData[i][j][1] = g;
imageData[i][j][2] = b;
}
std::cout << std::endl;
}
glTexImage2D(target, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
But that doesn't work, the image gets all messed up so I assume I'm creating the array of arrays (of arrays) incorrectly? What am I doing wrong?
Also, I guess I should be using vectors instead. But how can I cast the vector of vectors of vectors data into a (void *) ?
This line contains multiple bugs:
unsigned char* pixel = &(imageData[(y * height) + x]);
You should multiply x by height and add y. And there's also the fact that each pixel is actually 3 bytes. Some issues that led to this bug in your code (and will lead to to others)
You should also be using std::vector. You can call std::vector::data to get a pointer to the underlying data to interface to C API's.
You should have a class that represents a pixel. This will handle the offsetting correctly and give things names and made the code clearer.
Whenever you are working with a multi dimensional array that you encode into a single dimensional one, you should try to carefully write an access function that takes care of indexing so you can test it separately.
(end bulleted list... oh SO).
struct Pixel {
unsigned char red;
unsigned char blue;
unsigned char green;
};
struct TwoDimPixelArray {
TwoDimArray(int width, int height)
: m_width(width), m_height(height)
{
m_vector.resize(m_width * m_height);
}
Pixel& get(int x, int y) {
return m_vector[x*height + y];
}
Pixel* data() { return m_vector.data(); }
private:
int m_width;
int m_height;
std::vector<Pixel> m_vector;
}
int width = 64;
int height = 64;
TwoDimPixelArray imageData(width, height);
for (int x = 0; x != width ; ++ x) {
for (int y = 0; y != height ; ++y) {
auto& pixel = imageData.get(x, y);
// ... pixel.red = something, pixel.blue = something, etc
}
}
glTexImage2D(target, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData.data());
You need to use continuous memory for it to work with opengl.
My solution is inspired by previous answers, with a different indexing system
unsigned char* imageData = new unsigned char[width*height*3];
unsigned char r, g, b;
const unsigned int row_size_bytes = width * 3;
for( unsigned int x = 0; x < width; x++ ) {
unsigned int current_row_offset_bytes = x * 3;
for( unsigned int y = 0; y < height; y++ ) {
unsigned int one_dim_offset = y * row_size_bytes + current_row_offset_bytes
unsigned char* pixel = &(imageData[one_dim_offset]);
pixel[0] = r;
pixel[1] = g;
pixel[2] = b;
}
}
Unfortunnately it's untested, but i'm confident assuming sizeof(char) is 1.

Reading Heightmap as array of unsigned char

I am using stbi_image library to load images. I have a JPG that's loaded into unsigned char* with given width and height (and # components = 3 and each has 8 bits). To reconstruct the height value, I'm guessing I have to reassemble each components into their places:
height_map_data = stbi_load(heightmap_path, &width, &height, &comp, 1);
if(height_map_data != nullptr)
{
unsigned char* current_head = height_map_data;
unsigned int r, g, b, a;
for(int i = 0; i < height; ++i)
{
for(int j = 0; j < width; ++j)
{
//???? get height ????
//assume comp == 3, img is in rgb, 8bpp
unsigned int pix = current_head[0] << 16 | current_head[1] << 8 | current_head[2];
float h = pix / (256.f * 256 * 256); //is this right??
current_head += comp;
}
}
}
this is the jpg image:
So how do you correctly unpack the height from the image? This image has different RGB numbers so I'm guessing it's not an 8bit grayscale and so I don't think I can just use one of the components.

Displaying Kinect streams using OpenCV (C++)

I'm trying to get every frame of the stream produced by the RGB camera of the Kinect (using SDK version 1.8) into an OpenCV (2.4.10) Mat_<Vec3b>. This is my current algorithm, which is not at all fast:
Mat_<Vec3b> mat = Mat::zeros(480, 640, CV_8UC3);
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT lockedRect;
if (sensor->NuiImageStreamGetNextFrame(colorStream, 0, &imageFrame) < 0) { return; }
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &lockedRect, NULL, 0);
if (lockedRect.Pitch != 0)
{
BYTE* upperLeftCorner = (BYTE*)lockedRect.pBits;
BYTE* pointerToTheByteBeingRead = upperLeftCorner;
for (int i = 0; i < 480; i++)
{
for (int j = 0; j < 640; j++)
{
unsigned char r = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char g = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char b = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 2; //So to skip the alpha channel
mat.at<Vec3b>(Point(j, i))[0] = r;
mat.at<Vec3b>(Point(j, i))[1] = g;
mat.at<Vec3b>(Point(j, i))[2] = b;
}
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(colorStream, &imageFrame);
I checked the OpenCV documentation and I understand I'm supposed to use pointer access to increase efficiency. Are Mat_<Vec3b>s stored into memory the same way as Mats or should I do some other pointer arithmetic?
Also, I understand updating every single pixel every time is not the most efficient way of achieving the display of the stream through a Mat. What other things could I do?
Finally figured out how to use pointer arithmetic. The code is self-explanatory:
Mat_<Vec3b> mat = Mat::zeros(480, 640, CV_8UC3);
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT lockedRect;
if (sensor->NuiImageStreamGetNextFrame(colorStream, 0, &imageFrame) < 0) { return; }
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &lockedRect, NULL, 0);
if (lockedRect.Pitch != 0)
{
BYTE* upperLeftCorner = (BYTE*)lockedRect.pBits;
BYTE* pointerToTheByteBeingRead = upperLeftCorner;
for (int i = 0; i < 480; i++)
{
Vec3b *pointerToRow = mat.ptr<Vec3b>(i);
for (int j = 0; j < 640; j++)
{
unsigned char r = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char g = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char b = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 2; //So to skip the alpha channel
pointerToRow[j] = Vec3b(r, g, b);
}
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(colorStream, &imageFrame);

Array index seems to slide when writing values

I have a Npp8u * image = new Npp8u[nWidth * nHeight]; array that stores grayscale image values. I defined Npp8u as typedef unsigned char Npp8u;. The problem occurs when I try to subtract the lowest image value from ever pixel.
I use this function to do the subtraction.
void SubtractValue(Npp8u * image, int width, int height, Npp8u value){
int iValue = value;
for (int i = 0; i < height; ++i){
for (int j = 0; j < width; ++j){
int indexVal = (image[i*width + j]);
int newVal = indexVal - iValue;
image[i*width + j] = (Npp8u) newVal;
}
}
}
Result of this function is quite strange. I use Lena Image to test, this is the original image.
If the value is 85 I get the following image
Note: The original image is .pgm
Reading procedure:
for (int i = 0; i < nHeight; ++i)
for (int j = 0; j < nWidth; ++j)
image[i*nWidth + j] = fgetc(fInput);
Writing procedure:
for (int i = 0; i < nHeight; ++i)
for (int j = 0; j < nWidth; ++j)
fputc(image[i*nWidth + j], fOutput);
Update: The problem occurs if the pixel has the value 10, which is new line feed.
Since you mentioned that character 10 was causing the issue, one would suspect that the image format you're reading/writing needs to processed in "binary" file mode, so that ASCII 10 is not treated as a line feed.
Therefore make sure that file is opened in binary mode (for fopen use the "rb" or "wb" flags, depending on whether you're reading or writing).