I know how to rotate image on any angle with drawTexturePath:
int displayWidth = Display.getWidth();
int displayHeight = Display.getHeight();
int[] x = new int[] { 0, displayWidth, displayWidth, 0 };
int[] x = new int[] { 0, 0, displayHeight, displayHeight };
int angle = Fixed32.toFP( 45 );
int dux = Fixed32.cosd(angle );
int dvx = -Fixed32.sind( angle );
int duy = Fixed32.sind( angle );
int dvy = Fixed32.cosd( angle );
graphics.drawTexturedPath( x, y, null, null, 0, 0, dvx, dux, dvy, duy, image);
but what I need is a 3d projection of simple image with 3d transformation (something like this)
Can you please advice me how to do this with drawTexturedPath (I'm almost sure it's possible)?
Are there any alternatives?
The method used by this function(2 walk vectors) is the same as the oldskool coding tricks used for the famous 'rotozoomer' effect. rotozoomer example video
This method is a very fast way to rotate, zoom, and skew an image. The rotation is done simply by rotating the walk vectors. The zooming is done simply by scaling the walk vectors. The skewing is done by rotating the walkvectors in respect to one another (e.g. they don't make a 90 degree angle anymore).
Nintendo had made hardware in their SNES to use the same effect on any of the sprites and or backgrounds. This made way for some very cool effects.
One big shortcoming of this technique is that one can not perspectively warp a texture. To do this, every new horizontal line, the walk vectors should be changed slightly. (hard to explain without a drawing).
On the snes they overcame this by altering every scanline the walkvectors (In those days one could set an interrupt when the monitor was drawing any scanline). This mode was later referred to as MODE 7 (since it behaved like a new virtual kind of graphics mode). The most famous games using this mode were Mario kart and F-zero
So to get this working on the blackberry, you'll have to draw your image "displayHeight" times (e.g. Every time one scanline of the image). This is the only way to achieve the desired effect. (This will undoubtedly cost you a performance hit since you are now calling the drawTexturedPath function a lot of times with new values, instead of just one time).
I guess with a bit of googling you can find some formulas (or even an implementation) how to calc the varying walkvectors. With a bit of paper (given your not too bad at math) you might deduce it yourself too. I've done it myself too when I was making games for the Gameboy Advance so I know it can be done.
Be sure to precalc everything! Speed is everything (especially on slow machines like phones)
EDIT: did some googling for you. Here's a detailed explanation how to create the mode7 effect. This will help you achieve the same with the Blackberry function. Mode 7 implementation
With the following code you can skew your image and get a perspective like effect:
int displayWidth = Display.getWidth();
int displayHeight = Display.getHeight();
int[] x = new int[] { 0, displayWidth, displayWidth, 0 };
int[] y = new int[] { 0, 0, displayHeight, displayHeight };
int dux = Fixed32.toFP(-1);
int dvx = Fixed32.toFP(1);
int duy = Fixed32.toFP(1);
int dvy = Fixed32.toFP(0);
graphics.drawTexturedPath( x, y, null, null, 0, 0, dvx, dux, dvy, duy, image);
This will skew your image in a 45º angle, if you want a certain angle you just need to use some trigonometry to determine the lengths of your vectors.
Thanks for answers and guidance, +1 to you all.
MODE 7 was the way I choose to implement 3D transformation, but unfortunately I couldn't make drawTexturedPath to resize my scanlines... so I came down to simple drawImage.
Assuming you have a Bitmap inBmp (input texture), create new Bitmap outBmp (output texture).
Bitmap mInBmp = Bitmap.getBitmapResource("map.png");
int inHeight = mInBmp.getHeight();
int inWidth = mInBmp.getWidth();
int outHeight = 0;
int outWidth = 0;
int outDrawX = 0;
int outDrawY = 0;
Bitmap mOutBmp = null;
public Scr() {
super();
mOutBmp = getMode7YTransform();
outWidth = mOutBmp.getWidth();
outHeight = mOutBmp.getHeight();
outDrawX = (Display.getWidth() - outWidth) / 2;
outDrawY = Display.getHeight() - outHeight;
}
Somewhere in code create a Graphics outBmpGraphics for outBmp.
Then do following in iteration from start y to (texture height)* y transform factor:
1.create a Bitmap lineBmp = new Bitmap(width, 1) for one line
2.create a Graphics lineBmpGraphics from lineBmp
3.paint i line from texture to lineBmpGraphics
4.encode lineBmp to EncodedImage img
5.scale img according to MODE 7
6.paint img to outBmpGraphics
Note: Richard Puckett's PNGEncoder BB port used in my code
private Bitmap getMode7YTransform() {
Bitmap outBmp = new Bitmap(inWidth, inHeight / 2);
Graphics outBmpGraphics = new Graphics(outBmp);
for (int i = 0; i < inHeight / 2; i++) {
Bitmap lineBmp = new Bitmap(inWidth, 1);
Graphics lineBmpGraphics = new Graphics(lineBmp);
lineBmpGraphics.drawBitmap(0, 0, inWidth, 1, mInBmp, 0, 2 * i);
PNGEncoder encoder = new PNGEncoder(lineBmp, true);
byte[] data = null;
try {
data = encoder.encode(true);
} catch (IOException e) {
e.printStackTrace();
}
EncodedImage img = PNGEncodedImage.createEncodedImage(data,
0, -1);
float xScaleFactor = ((float) (inHeight / 2 + i))
/ (float) inHeight;
img = scaleImage(img, xScaleFactor, 1);
int startX = (inWidth - img.getScaledWidth()) / 2;
int imgHeight = img.getScaledHeight();
int imgWidth = img.getScaledWidth();
outBmpGraphics.drawImage(startX, i, imgWidth, imgHeight, img,
0, 0, 0);
}
return outBmp;
}
Then just draw it in paint()
protected void paint(Graphics graphics) {
graphics.drawBitmap(outDrawX, outDrawY, outWidth, outHeight, mOutBmp,
0, 0);
}
To scale, I've do something similar to method described in Resizing a Bitmap using .scaleImage32 instead of .setScale
private EncodedImage scaleImage(EncodedImage image, float ratioX,
float ratioY) {
int currentWidthFixed32 = Fixed32.toFP(image.getWidth());
int currentHeightFixed32 = Fixed32.toFP(image.getHeight());
double w = (double) image.getWidth() * ratioX;
double h = (double) image.getHeight() * ratioY;
int width = (int) w;
int height = (int) h;
int requiredWidthFixed32 = Fixed32.toFP(width);
int requiredHeightFixed32 = Fixed32.toFP(height);
int scaleXFixed32 = Fixed32.div(currentWidthFixed32,
requiredWidthFixed32);
int scaleYFixed32 = Fixed32.div(currentHeightFixed32,
requiredHeightFixed32);
EncodedImage result = image.scaleImage32(scaleXFixed32, scaleYFixed32);
return result;
}
See also
J2ME Mode 7 Floor Renderer - something much more detailed & exciting if you writing a 3D game!
You want to do texture mapping, and that function won't cut it. Maybe you can kludge your way around it but the better option is to use a texture mapping algorithm.
This involves, for each row of pixels, determining the edges of the shape and where on the shape those screen pixels map to (the texture pixels). It's not so hard actually but may take a bit of work. And you'll be drawing the pic only once.
GameDev has a bunch of articles with sourcecode here:
http://www.gamedev.net/reference/list.asp?categoryid=40#212
Wikipedia also has a nice article:
http://en.wikipedia.org/wiki/Texture_mapping
Another site with 3d tutorials:
http://tfpsly.free.fr/Docs/TomHammersley/index.html
In your place I'd seek out a simple demo program that did something close to what you want and use their sources as base to develop my own - or even find a portable source library, I´m sure there must be a few.
Related
I am using PCL viewer (which uses VTK) for visualizing a 3D point cloud generated by SLAM algorithm. I am trying to render the view of point cloud as seen by the robot at a given pose (position and orientation). I am able to set the position and ViewUp vector of the camera, but I am unable to set the Focal point of the camera to the heading of the robot. Currently, I am using sliders to set the Focal Point, but I want to set it programmatically based on the heading.
I am trying understand the type (angle in rad / distance in m) and range of values VTKCamera Focal Point expects and how that's related to the heading.
Function where I am updating camera
void Widget::setcamView(){
//transfrom position
Eigen::Vector3d position = this->transformpose(Eigen::Vector3d(image_pose.at(pose_ittr).position[0], image_pose.at(pose_ittr).position[1], image_pose.at(pose_ittr).position[2]));
posx = position(0);
posy = position(1);
posz = position(2);
//transform the pose
Eigen::Vector3d attitude = this->transformpose(Eigen::Vector3d(image_pose.at(pose_ittr).orientation[0],image_pose.at(pose_ittr).orientation[1],image_pose.at(pose_ittr).orientation[2]));
roll = attitude(0);
pitch = attitude(1);
yaw = attitude(2);
viewx = ui->viewxhSlider->value();// * std::pow(10,-3);
viewy = ui->viewyhSlider->value();// * std::pow(10,-3);
viewz = ui->viewzhSlider->value();// * std::pow(10,-3);
// debug
std::cout<<"Positon: "<<posx<<"\t"<<posy<<"\t"<<posz<<std::endl<<
"View: "<<viewx<<"\t"<<viewy<<"\t"<<viewz<<std::endl<<
"Orientation: "<<roll<<"\t"<<pitch<<"\t"<<yaw<<std::endl;
point_cutoffy = ui->ptcutoffhSlider->value();
if(yaw <=0)
yaw = yaw * -1;
viewer->setCameraPosition(posx,posy,posz+1,
viewz,viewy,viewz,
0, 0, 1, 0);
viewer->setCameraFieldOfView(1);
viewer->setCameraClipDistances(point_cutoffx,point_cutoffy,0);
ui->qvtkWidget->update();
count++;
}
Any help is greatly appreciated.
-Thanks
P.S
PCL Viewer Set Camera Implementation (uses VTK)
void pcl::visualization::PCLVisualizer::setCameraPosition (
double pos_x, double pos_y, double pos_z,
double view_x, double view_y, double view_z,
double up_x, double up_y, double up_z,
int viewport)
{
rens_->InitTraversal ();
vtkRenderer* renderer = NULL;
int i = 0;
while ((renderer = rens_->GetNextItem ()) != NULL)
{
// Modify all renderer's cameras
if (viewport == 0 || viewport == i)
{
vtkSmartPointer<vtkCamera> cam = renderer->GetActiveCamera ();
cam->SetPosition (pos_x, pos_y, pos_z);
cam->SetFocalPoint (view_x, view_y, view_z);
cam->SetViewUp (up_x, up_y, up_z);
renderer->ResetCameraClippingRange ();
}
++i;
}
win_->Render ();
}
I'm working with very similar problem via opencv Viz, which also uses VTK. Relatively to your question, I think you can find an answer HERE
I am using the following code to convert a Bitmap to Complex and vice versa.
Even though those were directly copied from Accord.NET framework, while testing these static methods, I have discovered that, repeated use of these static methods cause 'data-loss'. As a result, the end output/result becomes distorted.
public partial class ImageDataConverter
{
#region private static Complex[,] FromBitmapData(BitmapData bmpData)
private static Complex[,] ToComplex(BitmapData bmpData)
{
Complex[,] comp = null;
if (bmpData.PixelFormat == PixelFormat.Format8bppIndexed)
{
int width = bmpData.Width;
int height = bmpData.Height;
int offset = bmpData.Stride - (width * 1);//1 === 1 byte per pixel.
if ((!Tools.IsPowerOf2(width)) || (!Tools.IsPowerOf2(height)))
{
throw new Exception("Imager width and height should be n of 2.");
}
comp = new Complex[width, height];
unsafe
{
byte* src = (byte*)bmpData.Scan0.ToPointer();
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++, src++)
{
comp[y, x] = new Complex((float)*src / 255,
comp[y, x].Imaginary);
}
src += offset;
}
}
}
else
{
throw new Exception("EightBppIndexedImageRequired");
}
return comp;
}
#endregion
public static Complex[,] ToComplex(Bitmap bmp)
{
Complex[,] comp = null;
if (bmp.PixelFormat == PixelFormat.Format8bppIndexed)
{
BitmapData bmpData = bmp.LockBits( new Rectangle(0, 0, bmp.Width, bmp.Height),
ImageLockMode.ReadOnly,
PixelFormat.Format8bppIndexed);
try
{
comp = ToComplex(bmpData);
}
finally
{
bmp.UnlockBits(bmpData);
}
}
else
{
throw new Exception("EightBppIndexedImageRequired");
}
return comp;
}
public static Bitmap ToBitmap(Complex[,] image, bool fourierTransformed)
{
int width = image.GetLength(0);
int height = image.GetLength(1);
Bitmap bmp = Imager.CreateGrayscaleImage(width, height);
BitmapData bmpData = bmp.LockBits(
new Rectangle(0, 0, width, height),
ImageLockMode.ReadWrite,
PixelFormat.Format8bppIndexed);
int offset = bmpData.Stride - width;
double scale = (fourierTransformed) ? Math.Sqrt(width * height) : 1;
unsafe
{
byte* address = (byte*)bmpData.Scan0.ToPointer();
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++, address++)
{
double min = System.Math.Min(255, image[y, x].Magnitude * scale * 255);
*address = (byte)System.Math.Max(0, min);
}
address += offset;
}
}
bmp.UnlockBits(bmpData);
return bmp;
}
}
(The DotNetFiddle link of the complete source code)
(ImageDataConverter)
Output:
As you can see, FFT is working correctly, but, I-FFT isn't.
That is because bitmap to complex and vice versa isn't working as expected.
What could be done to correct the ToComplex() and ToBitmap() functions so that they don't loss data?
I do not code in C# so handle this answer with extreme prejudice!
Just from a quick look I spotted few problems:
ToComplex()
Is converting BMP into 2D complex matrix. When you are converting you are leaving imaginary part unchanged, but at the start of the same function you have:
Complex[,] complex2D = null;
complex2D = new Complex[width, height];
So the imaginary parts are either undefined or zero depends on your complex class constructor. This means you are missing half of the data needed for reconstruction !!! You should restore the original complex matrix from 2 images one for real and second for imaginary part of the result.
ToBitmap()
You are saving magnitude which is I think sqrt( Re*Re + Im*Im ) so it is power spectrum not the original complex values and so you can not reconstruct back... You should store Re,Im in 2 separate images.
8bit per pixel
That is not much and can cause significant round off errors after FFT/IFFT so reconstruction can be really distorted.
[Edit1] Remedy
There are more options to repair this for example:
use floating complex matrix for computations and bitmap only for visualization.
This is the safest way because you avoid additional conversion round offs. This approach has the best precision. But you need to rewrite your DIP/CV algorithms to support complex domain matrices instead of bitmaps which require not small amount of work.
rewrite your conversions to support real and imaginary part images
Your conversion is really bad as it does not store/restore Real and Imaginary parts as it should and also it does not account for negative values (at least I do not see it instead they are cut down to zero which is WRONG). I would rewrite the conversion to this:
// conversion scales
float Re_ofset=256.0,Re_scale=512.0/255.0;
float Im_ofset=256.0,Im_scale=512.0/255.0;
private static Complex[,] ToComplex(BitmapData bmpRe,BitmapData bmpIm)
{
//...
byte* srcRe = (byte*)bmpRe.Scan0.ToPointer();
byte* srcIm = (byte*)bmpIm.Scan0.ToPointer();
complex c = new Complex(0.0,0.0);
// for each line
for (int y = 0; y < height; y++)
{
// for each pixel
for (int x = 0; x < width; x++, src++)
{
complex2D[y, x] = c;
c.Real = (float)*(srcRe*Re_scale)-Re_ofset;
c.Imaginary = (float)*(srcIm*Im_scale)-Im_ofset;
}
src += offset;
}
//...
}
public static Bitmap ToBitmapRe(Complex[,] complex2D)
{
//...
float Re = (complex2D[y, x].Real+Re_ofset)/Re_scale;
Re = min(Re,255.0);
Re = max(Re, 0.0);
*address = (byte)Re;
//...
}
public static Bitmap ToBitmapIm(Complex[,] complex2D)
{
//...
float Im = (complex2D[y, x].Imaginary+Im_ofset)/Im_scale;
Re = min(Im,255.0);
Re = max(Im, 0.0);
*address = (byte)Im;
//...
}
Where:
Re_ofset = min(complex2D[,].Real);
Im_ofset = min(complex2D[,].Imaginary);
Re_scale = (max(complex2D[,].Real )-min(complex2D[,].Real ))/255.0;
Im_scale = (max(complex2D[,].Imaginary)-min(complex2D[,].Imaginary))/255.0;
or cover bigger interval then the complex matrix values.
You can also encode both Real and Imaginary parts to single image for example first half of image could be Real and next the Imaginary part. In that case you do not need to change the function headers nor names at all .. but you would need to handle the images as 2 joined squares each with different meaning ...
You can also use RGB images where R = Real, B = Imaginary or any other encoding that suites you.
[Edit2] some examples to make my points more clear
example of approach #1
The image is in form of floating point 2D complex matrix and the images are created only for visualization. There is little rounding error this way. The values are not normalized so the range is <0.0,255.0> per pixel/cell at first but after transforms and scaling it could change greatly.
As you can see I added scaling so all pixels are multiplied by 315 to actually see anything because the FFT output values are small except of few cells. But only for visualization the complex matrix is unchanged.
example of approach #2
Well as I mentioned before you do not handle negative values, normalize values to range <0,1> and back by scaling and rounding off and using only 8 bits per pixel to store the sub results. I tried to simulate that with my code and here is what I got (using complex domain instead of wrongly used power spectrum like you did). Here C++ source only as an template example as you do not have the functions and classes behind it:
transform t;
cplx_2D c;
rgb2i(bmp0);
c.ld(bmp0,bmp0);
null_im(c);
c.mul(1.0/255.0);
c.mul(255.0); c.st(bmp0,bmp1); c.ld(bmp0,bmp1); i2iii(bmp0); i2iii(bmp1); c.mul(1.0/255.0);
bmp0->SaveToFile("_out0_Re.bmp");
bmp1->SaveToFile("_out0_Im.bmp");
t. DFFT(c,c);
c.wrap();
c.mul(255.0); c.st(bmp0,bmp1); c.ld(bmp0,bmp1); i2iii(bmp0); i2iii(bmp1); c.mul(1.0/255.0);
bmp0->SaveToFile("_out1_Re.bmp");
bmp1->SaveToFile("_out1_Im.bmp");
c.wrap();
t.iDFFT(c,c);
c.mul(255.0); c.st(bmp0,bmp1); c.ld(bmp0,bmp1); i2iii(bmp0); i2iii(bmp1); c.mul(1.0/255.0);
bmp0->SaveToFile("_out2_Re.bmp");
bmp1->SaveToFile("_out2_Im.bmp");
And here the sub results:
As you can see after the DFFT and wrap the image is really dark and most of the values are rounded off. So the result after unwrap and IDFFT is really pure.
Here some explanations to code:
c.st(bmpre,bmpim) is the same as your ToBitmap
c.ld(bmpre,bmpim) is the same as your ToComplex
c.mul(scale) multiplies complex matrix c by scale
rgb2i converts RGB to grayscale intensity <0,255>
i2iii converts grayscale intensity ro grayscale RGB image
I'm not really good in this puzzles but double check this dividing.
comp[y, x] = new Complex((float)*src / 255, comp[y, x].Imaginary);
You can loose precision as it is described here
Complex class definition in Remarks section.
May be this happens in your case.
Hope this helps.
I picked up Processing today, and wrote a program to generate a double slit interference pattern. After tweaking with the values a little, it works, but the pattern generated is fuzzier than what is possible in some other programs. Here's a screenshot:
As you can see, the fringes are not as smooth at the edges as I believe is possible. I expect them to look like this or this.
This is my code:
// All quantities in mm
float slit_separation = 0.005;
float screen_dist = 50;
float wavelength = 5e-4f;
PVector slit1, slit2;
float scale = 1e+1f;
void setup() {
size(500, 500);
colorMode(HSB, 360, 100, 1);
noLoop();
background(255);
slit_separation *= scale;
screen_dist *= scale;
wavelength *= scale;
slit1 = new PVector(-slit_separation / 2, 0, -screen_dist);
slit2 = new PVector(slit_separation / 2, 0, -screen_dist);
}
void draw() {
translate(width / 2, height / 2);
for (float x = -width / 2; x < width / 2; x++) {
for (float y = -height / 2; y < height / 2; y++) {
PVector pos = new PVector(x, y, 0);
float path_diff = abs(PVector.sub(slit1, pos).mag() - PVector.sub(slit2, pos).mag());
float parameter = map(path_diff % wavelength, 0, wavelength, 0, 2 * PI);
stroke(100, 100, pow(cos(parameter), 2));
point(x, y);
}
}
}
My code is mathematically correct, so I am wondering if there's something wrong I am doing in transforming the physical values to pixels on screen.
I'm not totally sure what you're asking- what exactly do you expect it to look like? Would it be possible to narrow this down to a single line that's misbehaving instead of the nested for loop?
But just taking a guess at what you're talking about: keep in mind that Processing enables anti-aliasing by default. To disable it, you have to call the noSmooth() function. You can call it in your setup() function:
void setup() {
size(500, 500);
noSmooth();
//rest of your code
It's pretty obvious if you compare them side-by-side:
If that's not what you're talking about, please post an MCVE of just one or two lines instead of a nested for loop. It would also be helpful to include a mockup of what you'd expect versus what you're getting. Good luck!
I'm learning DirectX, using the book "Sherrod A., Jones W. - Beginning DirectX 11 Game Programming - 2011" Now I'm exploring the 4th chapter about drawing text.
Please, help we to fix my function, that I'm using to draw a string on the screen. I've already loaded font texture and in the function I create some sprites with letters and define texture coordinates for them. This compiles correctly, but doesn't draw anything. What's wrong?
bool DirectXSpriteGame :: DrawString(char* StringToDraw, float StartX, float StartY)
{
//VAR
HRESULT D3DResult; //The result of D3D functions
int i; //Counters
const int IndexA = static_cast<char>('A'); //ASCII index of letter A
const int IndexZ = static_cast<char>('Z'); //ASCII index of letter Z
int StringLenth = strlen(StringToDraw); //Lenth of drawing string
float ScreenCharWidth = static_cast<float>(LETTER_WIDTH) / static_cast<float>(SCREEN_WIDTH); //Width of the single char on the screen(in %)
float ScreenCharHeight = static_cast<float>(LETTER_HEIGHT) / static_cast<float>(SCREEN_HEIGHT); //Height of the single char on the screen(in %)
float TexelCharWidth = 1.0f / static_cast<float>(LETTERS_NUM); //Width of the char texel(in the texture %)
float ThisStartX; //The start x of the current letter, drawingh
float ThisStartY; //The start y of the current letter, drawingh
float ThisEndX; //The end x of the current letter, drawing
float ThisEndY; //The end y of the current letter, drawing
int LetterNum; //Letter number in the loaded font
int ThisLetter; //The current letter
D3D11_MAPPED_SUBRESOURCE MapResource; //Map resource
VertexPos* ThisSprite; //Vertecies of the current sprite, drawing
//VAR
//Clamping string, if too long
if(StringLenth > LETTERS_NUM)
{
StringLenth = LETTERS_NUM;
}
//Mapping resource
D3DResult = _DeviceContext -> Map(_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MapResource);
if(FAILED(D3DResult))
{
throw("Failed to map resource");
}
ThisSprite = (VertexPos*)MapResource.pData;
for(i = 0; i < StringLenth; i++)
{
//Creating geometry for the letter sprite
ThisStartX = StartX + ScreenCharWidth * static_cast<float>(i);
ThisStartY = StartY;
ThisEndX = ThisStartX + ScreenCharWidth;
ThisEndY = StartY + ScreenCharHeight;
ThisSprite[0].Position = XMFLOAT3(ThisEndX, ThisEndY, 1.0f);
ThisSprite[1].Position = XMFLOAT3(ThisEndX, ThisStartY, 1.0f);
ThisSprite[2].Position = XMFLOAT3(ThisStartX, ThisStartY, 1.0f);
ThisSprite[3].Position = XMFLOAT3(ThisStartX, ThisStartY, 1.0f);
ThisSprite[4].Position = XMFLOAT3(ThisStartX, ThisEndY, 1.0f);
ThisSprite[5].Position = XMFLOAT3(ThisEndX, ThisEndY, 1.0f);
ThisLetter = static_cast<char>(StringToDraw[i]);
//Defining the letter place(number) in the font
if(ThisLetter < IndexA || ThisLetter > IndexZ)
{
//Invalid character, the last character in the font, loaded
LetterNum = IndexZ - IndexA + 1;
}
else
{
LetterNum = ThisLetter - IndexA;
}
//Unwraping texture on the geometry
ThisStartX = TexelCharWidth * static_cast<float>(LetterNum);
ThisStartY = 0.0f;
ThisEndY = 1.0f;
ThisEndX = ThisStartX + TexelCharWidth;
ThisSprite[0].TextureCoords = XMFLOAT2(ThisEndX, ThisEndY);
ThisSprite[1].TextureCoords = XMFLOAT2(ThisEndX, ThisStartY);
ThisSprite[2].TextureCoords = XMFLOAT2(ThisStartX, ThisStartY);
ThisSprite[3].TextureCoords = XMFLOAT2(ThisStartX, ThisStartY);
ThisSprite[4].TextureCoords = XMFLOAT2(ThisStartX, ThisEndY);
ThisSprite[5].TextureCoords = XMFLOAT2(ThisEndX, ThisEndY);
ThisSprite += VERTEX_IN_RECT_NUM;
}
for(i = 0; i < StringLenth; i++, ThisSprite -= VERTEX_IN_RECT_NUM);
_DeviceContext -> Unmap(_vertexBuffer, 0);
_DeviceContext -> Draw(VERTEX_IN_RECT_NUM * StringLenth, 0);
return true;
}
Although the piece of code constructing the Vertex Array seems correct to me at first glance, it seems like you are trying to Draw your vertices with a Shader which has not been set yet !
It is difficult to precisely answer you without looking at the whole code, but I can guess that you will need to do something like that :
1) Create Vertex and Pixel Shaders by compiling them first from their respective buffers
2) Create the Input Layout description, which describes the Input Buffers that will be read by the Input Assembler stage. It will have to match your VertexPos structure and your shader structure.
3) Set the Shader parameters.
4) Only now you can Set Shader rendering parameters : Set the InputLayout, as well as the Vertex and Pixel Shaders that will be used to render your triangles by something like :
_DeviceContext -> Unmap(_vertexBuffer, 0);
_DeviceContext->IASetInputLayout(myInputLayout);
_DeviceContext->VSSetShader(myVertexShader, NULL, 0); // Set Vertex shader
_DeviceContext->PSSetShader(myPixelShader, NULL, 0); // Set Pixel shader
_DeviceContext -> Draw(VERTEX_IN_RECT_NUM * StringLenth, 0);
This link should help you achieve what you want to do : http://www.rastertek.com/dx11tut12.html
Also, I recommend you to set an IndexBuffer and to use the method DrawIndexed to render your triangles for performance reasons : It will allow the graphics adapter to store vertices in a vertex cache, allowing recently-used vertex to be fetched from the cache instead of reading it from the vertex buffer.
More about this concern can be found on MSDN : http://msdn.microsoft.com/en-us/library/windows/desktop/bb147325(v=vs.85).aspx
Hope this helps!
P.S : Also, don't forget to release the resources after using them by calling Release().
Can anybody share code or algorithm(using pattern recognition) for image comparision in .net.
I need to compare 2 images of different resolution and textures and the find the difference . Now i have code to find the difference between 2 images using C#
// Load the images.
Bitmap bm1 = (Bitmap) (Image.FromFile(txtFile1.Text));
Bitmap bm2 = (Bitmap) (Image.FromFile(txtFile2.Text));
// Make a difference image.
int wid = Math.Min(bm1.Width, bm2.Width);
int hgt = Math.Min(bm1.Height, bm2.Height);
Bitmap bm3 = new Bitmap(wid, hgt);
// Create the difference image.
bool are_identical = true;
int r1;
int g1;
int b1;
int r2;
int g2;
int b2;
int r3;
int g3;
int b3;
Color eq_color = Color.Transparent;
Color ne_color = Color.Transparent;
for (int x = 0; x <= wid - 1; x++)
{
for (int y = 0; y <= hgt - 1; y++)
{
if (bm1.GetPixel(x, y).Equals(bm2.GetPixel(x, y)))
{
bm3.SetPixel(x, y, eq_color);
}
else
{
bm1.SetPixel(x, y, ne_color);
are_identical = false;
}
}
}
// Display the result.
picResult.Image = bm1;
Bitmap Logo = new Bitmap(picResult.Image);
Logo.MakeTransparent(Logo.GetPixel(1, 1));
picResult.Image = (Image)Logo;
//this.Cursor = Cursors.Default;
if ((bm1.Width != bm2.Width) || (bm1.Height != bm2.Height))
{
are_identical = false;
}
if (are_identical)
{
MessageBox.Show("The images are identical");
}
else
{
MessageBox.Show("The images are different");
}
//bm1.Dispose()
// bm2.Dispose()
BUT this compare if the 2 images are of same resolution and size.if some shadow is there on one image(but the 2 images are same) it shows the difference between the image..so i am trying to compare using pattern recognition.
As nailxx said, there is no "100% working free code" or something. Some years ago I helped implementing a "face recognition" app, and one of the things we used was "Locale binary patterns". Its not too easy, but it gave quite good results. Find a paper about it here:
Local binary patterns
Edit: I'm afraid I can't find the paper that I have used these days, it was shorter and fixed on the LBP itself and not how to use it with textures.
Your request is a really complex scientific (not even engineering) task.
The basic obvious algorithm is the following:
Somehow select all object on both comparing images.
This part is relatively simple and can be solved in many ways.
Compare all objects. This part is a task for scientists, considering the fact that they can be shifted, rotated, resized, and so on. :)
However, this can be solved in the case of you have a fixed number of entities to recognize. Like "circle", "triangle","rectange","line".