Trying to read raw image data into Java through JNI - java-native-interface

I'm using JNI to obtain raw image data in the following format:
The image data is returned in the format of a DATA32 (32 bits) per pixel in a linear array ordered from the top left of the image to the bottom right going from left to right each line. Each pixel has the upper 8 bits as the alpha channel and the lower 8 bits are the blue channel - so a pixel's bits are ARGB (from most to least significant, 8 bits per channel). You must put the data back at some point.
The DATA32 format is essentially an unsigned int in C.
So I obtain an int[] array and then try to create a Buffered Image out of it by
int w = 1920;
int h = 1200;
BufferedImage b = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
int[] f = (new Capture()).capture();
for(int i = 0; i < f.length; i++){;
b.setRGB(x, y, f[i]);
}
f is the array with the pixel data.
According to the Java documentation this should work since BufferedImage.TYPE_INT_ARGB is:
Represents an image with 8-bit RGBA color components packed into integer pixels. The image has a DirectColorModel with alpha. The color data in this image is considered not to be premultiplied with alpha. When this type is used as the imageType argument to a BufferedImage constructor, the created image is consistent with images created in the JDK1.1 and earlier releases.
Unless by 8-bit RGBA, them mean that all components added together are encoded in 8bits? But this is impossible.
This code does work, but the image that is produced is not at all like the image that it should produce. There are tonnes of artifacts. Can anyone see something obviously wrong in here?
Note I obtain my pixel data with
imlib_context_set_image(im);
data = imlib_image_get_data();
in my C code, using the library imlib2 with api http://docs.enlightenment.org/api/imlib2/html/imlib2_8c.html#17817446139a645cc017e9f79124e5a2

i'm an idiot.
This is merely a bug.
I forgot to include how I calculate x,y above.
Basically I was using
int x = i%w;
int y = i/h;
in the for loop, which is wrong. SHould be
int x = i%w;
int y = i/w;
Can't believe I made this stupid mistake.

Related

Read SDL2 texture without duplication

I tried to create heightmap with an png or jpg file. And it works too 75% but I can't solve the last 25...
Here is a picture of the map as png
And this is the resulting heightmap/terrain
As you can see the symbols starts to repeat and I have no clue why.
The code:
auto image = IMG_Load(path.c_str());
int lineOffSet = i*(image->pitch/4);
uint32 pixel = static_cast<uint32*>(image->pixels)[lineOffSet + j];
uint8 r, g ,b;
SDL_GetRGB(pixel,image->format,&r, &g, &b);
What I tried:
The number of vertices is correct(256x256).
int lineOffSet = i*(image->pitch/4);
4 represents the bytes per pixel which should be in this case 3 but than I get a complete different terrain (The pitch is 768). The range from i and j goes from 0-255.
I hope someone has a hint to solve this thing
I think you calculate the address of the desired pixel wrong. You assume that one pixel is 4 bytes in size. It's usually more reliable to directly calculate the address in bytes and then cast to uint32. Try this:
uint32 pixel = *static_cast<uint32*>(image->pixels +
image->pitch * i +
image->format->BytesPerPixel * j);

Unable to create image from compressed texture data (S3TC)

I've been trying to load compressed images with S3TC (BC/DXT) compression in Vulkan, but so far I haven't had much luck.
Here is what the Vulkan specification says about compressed images:
https://www.khronos.org/registry/dataformat/specs/1.1/dataformat.1.1.html#S3TC:
Compressed texture images stored using the S3TC compressed image formats are represented as a collection of 4×4 texel blocks, where each block contains 64 or 128 bits of texel data. The image is encoded as a normal 2D raster image in which each 4×4 block is treated as a single pixel.
https://www.khronos.org/registry/vulkan/specs/1.0/xhtml/vkspec.html#resources-images:
For images created with linear tiling, rowPitch, arrayPitch and depthPitch describe the layout of the subresource in linear memory. For uncompressed formats, rowPitch is the number of bytes between texels with the same x coordinate in adjacent rows (y coordinates differ by one). arrayPitch is the number of bytes between texels with the same x and y coordinate in adjacent array layers of the image (array layer values differ by one). depthPitch is the number of bytes between texels with the same x and y coordinate in adjacent slices of a 3D image (z coordinates differ by one). Expressed as an addressing formula, the starting byte of a texel in the subresource has address:
// (x,y,z,layer) are in texel coordinates
address(x,y,z,layer) = layerarrayPitch + zdepthPitch + yrowPitch + xtexelSize + offset
For compressed formats, the rowPitch is the number of bytes between compressed blocks in adjacent rows. arrayPitch is the number of bytes between blocks in adjacent array layers. depthPitch is the number of bytes between blocks in adjacent slices of a 3D image.
// (x,y,z,layer) are in block coordinates
address(x,y,z,layer) = layerarrayPitch + zdepthPitch + yrowPitch + xblockSize + offset;
arrayPitch is undefined for images that were not created as arrays. depthPitch is defined only for 3D images.
For color formats, the aspectMask member of VkImageSubresource must be VK_IMAGE_ASPECT_COLOR_BIT. For depth/stencil formats, aspect must be either VK_IMAGE_ASPECT_DEPTH_BIT or VK_IMAGE_ASPECT_STENCIL_BIT. On implementations that store depth and stencil aspects separately, querying each of these subresource layouts will return a different offset and size representing the region of memory used for that aspect. On implementations that store depth and stencil aspects interleaved, the same offset and size are returned and represent the interleaved memory allocation.
My image is a normal 2D image (0 layers, 1 mipmap), so there's no arrayPitch or depthPitch. Since S3TC compression is directly supported by the hardware, it should be possible to use the image data without decompressing it first. In OpenGL this can be done using glCompressedTexImage2D, and this has worked for me in the past.
In OpenGL I've used GL_COMPRESSED_RGBA_S3TC_DXT1_EXT as image format, for Vulkan I'm using VK_FORMAT_BC1_RGBA_UNORM_BLOCK, which should be equivalent.
Here's my code for mapping the image data:
auto dds = load_dds("img.dds");
auto *srcData = static_cast<uint8_t*>(dds.data());
auto *destData = static_cast<uint8_t*>(vkImageMapPtr); // Pointer to mapped memory of VkImage
destData += layout.offset(); // layout = VkImageLayout of the image
assert((w %4) == 0);
assert((h %4) == 0);
assert(blockSize == 8); // S3TC BC1
auto wBlocks = w /4;
auto hBlocks = h /4;
for(auto y=decltype(hBlocks){0};y<hBlocks;++y)
{
auto *rowDest = destData +y *layout.rowPitch(); // rowPitch is 0
auto *rowSrc = srcData +y *(wBlocks *blockSize);
for(auto x=decltype(wBlocks){0};x<wBlocks;++x)
{
auto *pxDest = rowDest +x *blockSize;
auto *pxSrc = rowSrc +x *blockSize; // 4x4 image block
memcpy(pxDest,pxSrc,blockSize); // 64Bit per block
}
}
And here's the code for initializing the image:
vk::Device device = ...; // Initialization
vk::AllocationCallbacks allocatorCallbacks = ...; // Initialization
[...] // Load the dds data
uint32_t width = dds.width();
uint32_t height = dds.height();
auto format = dds.format(); // = vk::Format::eBc1RgbaUnormBlock;
vk::Extent3D extent(width,height,1);
vk::ImageCreateInfo imageInfo(
vk::ImageCreateFlagBits(0),
vk::ImageType::e2D,format,
extent,1,1,
vk::SampleCountFlagBits::e1,
vk::ImageTiling::eLinear,
vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eColorAttachment,
vk::SharingMode::eExclusive,
0,nullptr,
vk::ImageLayout::eUndefined
);
vk::Image img = nullptr;
device.createImage(&imageInfo,&allocatorCallbacks,&img);
vk::MemoryRequirements memRequirements;
device.getImageMemoryRequirements(img,&memRequirements);
uint32_t typeIndex = 0;
get_memory_type(memRequirements.memoryTypeBits(),vk::MemoryPropertyFlagBits::eHostVisible,typeIndex); // -> typeIndex is set to 1
auto szMem = memRequirements.size();
vk::MemoryAllocateInfo memAlloc(szMem,typeIndex);
vk::DeviceMemory mem;
device.allocateMemory(&memAlloc,&allocatorCallbacks,&mem); // Note: Using the default allocation (nullptr) doesn't change anything
device.bindImageMemory(img,mem,0);
uint32_t mipLevel = 0;
vk::ImageSubresource resource(
vk::ImageAspectFlagBits::eColor,
mipLevel,
0
);
vk::SubresourceLayout layout;
device.getImageSubresourceLayout(img,&resource,&layout);
auto *srcData = device.mapMemory(mem,0,szMem,vk::MemoryMapFlagBits(0));
[...] // Map the dds-data (See code from first post)
device.unmapMemory(mem);
The code runs without issues, however the resulting image isn't correct. This is the source image:
And this is the result:
I'm certain that the problem lies in the first code snipped I've posted, however, in case it doesn't, I've written a small adaption of the triangle demo from the Vulkan SDK which produces the same result. It can be downloaded here. The source-code is included, all I've changed from the triangle demo are the "demo_prepare_texture_image"-function in tri.c (Lines 803 to 903) and the "dds.cpp" and "dds.h" files. "dds.cpp" contains the code for loading the dds, and mapping the image memory.
I'm using gli to load the dds-data (Which is supposed to "work perfectly with Vulkan"), which is also included in the download above. To build the project, the Vulkan SDK include directory has to be added to the "tri" project, and the path to the dds has to be changed (tri.c, Line 809).
The source image ("x64/Debug/test.dds" in the project) uses DXT1 compression. I've tested in on different hardware as well, with the same result.
Any example code for initializing/mapping compressed images would also help a lot.
Your problem is actually quite simple - in the demo_prepare_textures function, the first line, there is a variable tex_format, which is set to VK_FORMAT_B8G8R8A8_UNORM (which is what it is in the original sample). This eventually gets used to create the VkImageView. If you just change this to VK_FORMAT_BC1_RGBA_UNORM_BLOCK, it displays the texture correctly on the triangle.
As an aside - you can verify that your texture loaded correctly, with RenderDoc, which comes with the Vulkan SDK installation. Doing a capture of it, the and looking in the TextureViewer tab, the Inputs tab shows that your texture looks identical to the one on disk, even with the incorrect format.

How do you convert a 16 bit unsigned integer to a larger 8 bit unsigned integer?

I have a function that needs to return a 16 bit unsigned int vector, but for another from which I also call this one, I need the output in 8 bit unsigned int vector format. For example, if I start out with:
std::vector<uint16_t> myVec(640*480);
How might I convert it to the format of:
std::vector<uint8_t> myVec2(640*480*4);
UPDATE (more information):
I am working with libfreenect and its getDepth() method. I have modified it to output a 16 bit unsigned integer vector so that I can retrieve the depth data in millimeters. However, I would also like to display the depth data. I am working with some example code c++ from the freenect installation, which uses glut and requires an 8 bit unsigned int vector to display the depth, however, i need the 16 bit to retrieve the depth in millimeters and log it to a text file. Therefore, i was looking to retrieve the data as a 16 bit unsigned int vector in glut's draw function, and then convert it so that I can display it with the glut function that's already written.
As per your update, assuming the 8-bit unsigned int is going to be displayed as a gray scale image, what you need is akin to a Brightness Transfer Function. Basically, your output function is looking to map the data to the values 0-255, but you don't necessarily want those to correspond directly to millimeters. What if all of your data was from 0-3mm? Then your image would look almost completely black. What if it was all 300-400mm? Then it'd be completely white because it was clipped to 255.
A rudimentary way to do it would be to find the minimum and maximum values, and do this:
double scale = 255.0 / (double)(maxVal - minVal);
for( int i = 0; i < std::min(myVec.size(), myVec2.size()); ++i )
{
myVec2.at(i) = (unsigned int)((double)(myVec.at(i)-minVal) * scale);
}
depending on the distribution of your data, you might need to do something a little more complex to get the most out of your dynamic range.
Edit: This assumes your glut function is creating an image, if it is using the 8-bit value as an input to a graph then you can disregard.
Edit2: An update after your other update. If you want to fill a 640x480x4 vector, you are clearly doing an image. You need to do what I outlined above, but also the 4 dimensions that it is looking for are Red, Green, Blue, and Alpha. The Alpha channel needs to be 255 at all times (this controls how transparent it is, you don't want it to be transparent), as for the other 3... that value you got from the function above (the scaled value) if you set all 3 channels (channels being red, green, and blue) to the same value it will appear as grayscale. For example, if my data ranged from 0-25mm, for a pixel who's value is 10mm, I would set the data to 255/(25-0)* 10 = 102 and therefore the pixel would be (102, 102, 102, 255)
Edit 3: Adding wikipedia link about Brightness Transfer Functions - https://en.wikipedia.org/wiki/Color_mapping
How might I convert it to the format of:
std::vector myVec2; such that myVec2.size() will be twice as
big as myVec.size()?
myVec2.reserve(myVec.size() * 2);
for (auto it = begin(myVec); it!=end(myVec); ++it)
{
uint8_t val = static_cast<uint8_t>(*it); // isolate the low 8 bits
myVec2.push_back(val);
val = static_cast<uint8_t>((*it) >> 8); // isolate the upper 8 bits
myVec2.push_back(val);
}
Or you can change the order of push_back()'s if it matters which byte come first (the upper or the lower).
Straightforward way:
std::vector<std::uint8_t> myVec2(myVec.size() * 2);
std::memcpy(myVec2.data(), myVec.data(), myVec.size());
or with the use of the standard library
std::copy( begin(myVec), end(myVec), begin(myVec2));

Setting individual pixels of an RGB frame for ffmpeg encoding

I'm trying to change the test pattern of an ffmpeg streamer, Trouble syncing libavformat/ffmpeg with x264 and RTP , into familiar RGB format. My broader goal is to compute frames of a streamed video on the fly.
So I replaced its AV_PIX_FMT_MONOWHITE with AV_PIX_FMT_RGB24, which is "packed RGB 8:8:8, 24bpp, RGBRGB..." according to http://libav.org/doxygen/master/pixfmt_8h.html .
To stuff its pixel array called data, I've tried many variations on
for (int y=0; y<HEIGHT; ++y) {
for (int x=0; x<WIDTH; ++x) {
uint8_t* rgb = data + ((y*WIDTH + x) *3);
const double i = x/double(WIDTH);
// const double j = y/double(HEIGHT);
rgb[0] = 255*i;
rgb[1] = 0;
rgb[2] = 255*(1-i);
}
}
At HEIGHTxWIDTH= 80x60, this version yields
, when I expect a single blue-to-red horizontal gradient.
640x480 yields the same 4-column pattern, but with far more horizontal stripes.
640x640, 160x160, etc, yield three columns, cyan-ish / magenta-ish / yellow-ish, with the same kind of horizontal stripiness.
Vertical gradients behave even more weirdly.
Appearance was unaffected by an AV_PIX_FMT_RGBA attempt (4 not 3 bytes per pixel, alpha=255). Also unaffected by a port from C to C++.
The argument srcStrides passed to sws_scale() is a length-1 array, containing the single int HEIGHT.
Access each Pixel of AVFrame asks the same question in less detail, so far unanswered.
The streamer emits one warning, which I doubt affects appearance:
[rtp # 0x269c0a0] Encoder did not produce proper pts, making some up.
So. How do you set the RGB value of a pixel in a frame to be sent to sws_scale() (and then to x264_encoder_encode() and av_interleaved_write_frame())?
Use avpicture_fill() as described in Encoding a screenshot into a video using FFMPEG .
Instead of passing data directly to sws_scale(), do this:
AVFrame* pic = avcodec_alloc_frame();
avpicture_fill((AVPicture *)pic, data, AV_PIX_FMT_RGB24, WIDTH, HEIGHT);
and then replace the 2nd and 3rd args of sws_scale() with
pic->data, pic->linesize,
Then the gradients above work properly, at many resolutions.
The argument srcStrides passed to sws_scale() is a length-1 array, containing the single int HEIGHT.
Stride (AKA linesize) is the distance in bytes between two lines. For various reasons having mostly to do with optimization it is often larger than simply width in bytes, so there is padding on the end of each line.
In your case, without any padding, stride should be width * 3.

OpenCV: Accessing And Taking The Square Root Of Pixels

I'm using OpenCV for object detection and one of the operations I would like to be able to perform is a per-pixel square root. I imagine the loop would be something like:
IplImage* img_;
...
for (int y = 0; y < img_->height; y++) {
for(int x = 0; x < img_->width; x++) {
// Take pixel square root here
}
}
My question is how can I access the pixel value at coordinates (x, y) in an IplImage object?
Assuming img_ is of type IplImage, and assuming 16 bit unsigned integer data, I would say
unsigned short pixel_value = ((unsigned short *)&(img_->imageData[img_->widthStep * y]))[x];
See also here for IplImage definition.
OpenCV IplImage is a one dimensional array. You must create a single index to get at image data. The position of your pixel will be based on the color depth, and number of channels in your image.
// width step
int ws = img_->withStep;
// the number of channels (colors)
int nc = img_->nChannels;
// the depth in bytes of the color
int d = img_->depth&0x0000ffff) >> 3;
// assuming the depth is the size of a short
unsigned short * pixel_value = (img_->imageData)+((y*ws)+(x*nc*d));
// this gives you a pointer to the first color in a pixel
//if your are rolling grayscale just dereference the pointer.
You can pick a channel (color) by moving over pixel pointer pixel_value++. I would suggest using a look up table for square roots of pixels if this is going to be any sort of real time application.
please use the CV_IMAGE_ELEM macro.
Also, consider using cvPow with power=0.5 instead of working on pixels yourself, which should be avoided anyways
You may find several ways of reaching image elements in Gady Agam's nice OpenCV tutorial here.