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  • How do I Convert ARGB value from string to color?

    - by James
    I am trying to use the MakeColor method in the GDIAPI unit but the conversion from int to byte is not returning me the correct value. Example var argbStr: string; A, R, G, B: Byte; begin argbStr := 'ffffcc88'; A := StrToInt('$' + Copy(AValue, 0, 2)); R := StrToInt('$' + Copy(AValue, 3, 2)); G := StrToInt('$' + Copy(AValue, 5, 2)); B := StrToInt('$' + Copy(AValue, 7, 2)); Result := MakeColor(A, R, G, B); end; What am I doing wrong?

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  • How do I Convert ARGB value from string to colour?

    - by James
    I am trying to use the MakeColor method in the GDIPAPI unit but the conversion from int to byte is not returning me the correct value. Example var argbStr: string; A, R, G, B: Byte; begin argbStr := 'ffffcc88'; A := StrToInt('$' + Copy(AValue, 1, 2)); R := StrToInt('$' + Copy(AValue, 3, 2)); G := StrToInt('$' + Copy(AValue, 5, 2)); B := StrToInt('$' + Copy(AValue, 7, 2)); Result := MakeColor(A, R, G, B); end; What am I doing wrong?

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  • racket scheme get-argb-pixels

    - by Giles Roberts
    I have a 32 by 32 pixel png file. I'm trying to read the values within it using get-argb-pixels. My code is as follows: #lang racket/gui (require racket/gui/base) (define floor (make-object bitmap% "C:\\floortile.png")) (define pixels (make-bytes (* 32 32 4))) (send floor get-argb-pixels 0 0 32 32 pixels) After executing the code I was expecting a series of 8 bit values to be contained within pixels. Examining pixels gives me the following output: > pixels #"\377\2148\30\377\214<\30\377\234E\30\377\245I\30\377\245I\30\377\234E\30\377\234A\30\377\224A\30\377\224A\30\377\234A\30\377\245E\30\377\255M\30\377\224A\30\377\234E\30\377\245I\30\377\224A\30\377\234E\30\377\234E\30\377\255I\30\377\245I\30\377\245E\30\377\234A\30\377\234E\30\377\234A\30\377\245I\30\377\265Q\30\377\306]\30\377\306Y\30\377\275U\30\377\265Q\30\377\306a!\377\306]!\377\214<\30\377\224A\30\377\224A\30\377\245I\30\377\255M\30\377\255M\30\377\245I\30\377\234E\30\377\234E\30\377\245I\30\377\245I\30\377\255M\30\377\234A\30\377\245E\30\377\265M\30\377\234A\30\377\245I\30\377\245E\30\377\245E\30\377\255M\30\377\245I\30\377\245E\30\377\234A\30\377\234E\30\377\255I\30\377\275U\30\377\306]\30\377\326e!\377\336e!\377\265Q\30\377\326e!\377\326a!\377{8\30\377\224E\30\377\224A\30\377\245I\30\377\245I\30\377\255M\30\377\255M\30\377\255I\30\377\245I\30\377\245I\30\377\245I\30\377\265Q\30\377\214<\30\377\245I\30\377\255M\30\377\265M\30\377\255M\30\377\265M\30\377\265M\30\377\245I\30\377\234E\30\377\234E\30\377\234E\30\377\245E\30\377\275Q\30\377\306]!\377\316a!\377\336i!\377\357q!\377\275Y\30\377\316e!\377\347i!\377k0\20\377\2048\30\377\224A\30\377\265U!\377\234E\30\377\234E\30\377\245M\30\377\255M\30\377\255M\30\377\255I\30\377\255M\30\377\265M\30\377\2048\20\377\245I\30\377\245I\30\377\306Y!\377\265Q\30\377\255M\30\377\265Q\30\377\265M\30\377\265M\30\377\255I\30\377\265Q\30\377\265M\30\377\275U\30\377\316a!\377\326i!\377\347m!\377\367\216)\377\347y)\377\336m)\377\326]!\377s0\20\377{8\30\377{4\20\377\2048\30\377s4\20\377\2048\30\377{4\20\377\214<\30\377\224A\30\377\234A\30\377\224A\30\377\224A\30\377\214<\30\377\2148\30\377\224<\30\377\234A\30\377\214<\30\377\234E\30\377\245I\30\377\265Q\30\377\255M\30\377\265U\30\377\306Y\30\377\265Q\30\377\275U\30\377\326a!\377\336i!\377\347u!\377\357\206)\377\326q)\377\326i)\377\347i!\377s0\20\377{4\20\377{4\30\377\214<\30\377s4\20\377\2048\30\377s4\20\377\224A\30\377\224A\30\377\224<\30\377\234A\30\377\245E\30\377\234E\30\377\234I\30\377\234E\30\377\245I\30\377\245I\30\377\245I\30\377\265Q\30\377\306]\30\377\255M\30\377\255M\30\377\255M\30\377\255M\30\377\275U\30\377\255M\30\377\275U\30\377\316a!\377\306]!\377\326i!\377\367\206)\377\377})\377s4\30\377k,\20\377k,\20\377s4\30\377{4\20\377\2048\30\377c(\20\377\2048\20\377\234A\30\377\245E\30\377\245E\30\377\255I\30\377\245I\30\377\245I\30\377\245I\30\377\265Q\30\377\275U!\377\255M\30\377\255M\30\377\255M\30\377\255M\30\377\275U\30\377\306]!\377\275U\30\377\255M\30\377\306Y!\377\306]!\377\316e!\377\316a!\377\326i!\377\347y)\377\367y)\377c(\20\377c,\20\377k,\20\377s0\20\377s4\20\377\2048\30\377\214<\30\377{4\20\377\214<\30\377\234E\30\377\234A\30\377\245I\30\377\255M\30\377\255M\30\377\255M\30\377\265Q\30\377\265M\30\377\265Q\30\377\265Q\30\377\255M\30\377\265U\30\377\255M\30\377\265Q\30\377\265U\30\377\265U\30\377\265Q\30\377\306Y\30\377\316a!\377\306a!\377\326i!\377\347y)\377\367\202)\377c,\20\377k,\20\377s0\20\377s0\20\377{8\30\377\214<\30\377s,\20\377s0\20\377\214<\30\377\234A\30\377\245E\30\377\255M\30\377\255M\30\377\245I\30\377\255M\30\377\275U\30\377\265U\30\377\265Q\30\377\265Q\30\377\275Y\30\377\255M\30\377\255I\30\377\275U\30\377\275Y!\377\275Y\30\377\265U\30\377\306Y!\377\326e!\377\336m!\377\336q!\377\347})\377\357\202)\377s0\20\377s4\30\377s4\30\377\2048\30\377\234E\30\377\2048\20\377\2148\30\377c(\20\377\2048\30\377\214<\30\377\234E\30\377\265Q\30\377\265Q\30\377\255M\30\377\265M\30\377\316a!\377\275U\30\377\275Y\30\377\265Q\30\377\265Q\30\377\265Q\30\377\265Q\30\377\255M\30\377\275Y\30\377\275Y!\377\275Y\30\377\275U\30\377\316a!\377\347q)\377\367\202)\377\357})\377\347y)\377k0\20\377\2048\30\377{4\30\377\2048\30\377\214A\30\377\2048\30\377\2044\30\377s4\20\377k,\20\377\2048\30\377\224A\30\377\245I\30\377\234A\30\377\234E\30\377\255Q\30\377\275U\30\377\306Y!\377\265Q\30\377\255Q\30\377\265U\30\377\265U\30\377\265Q\30\377\265Q\30\377\316e!\377\316a!\377\306]!\377\275Y!\377\306]!\377\336i!\377\357})\377\367\202)\377\336u)\377k0\20\377s0\30\377\2048\30\377\204<\30\377\204<\30\377\2048\30\377\2048\30\377\214<\30\377s4\20\377\2048\30\377\214A\30\377\224A\30\377\224E\30\377\234E\30\377\265Q\30\377\275U\30\377\306Y\30\377\255M\30\377\265Q\30\377\265Q\30\377\316]!\377\326e!\377\316]!\377\336m)\377\336i)\377\316e!\377\306a!\377\326e!\377\367y)\377\367})\377\367\2061\377\367\2061\377s4\30\377{8\30\377{8\30\377\214<\30\377\214<\30\377\204<\30\377{4\20\377\214<\30\377\214<\30\377\214<\30\377\234E\30\377\234E\30\377\224E\30\377\234E\30\377\245M\30\377\275U\30\377\275U!\377\275U\30\377\306]!\377\306]!\377\316a!\377\326i)\377\347u)\377\326e!\377\347q)\377\336q)\377\326i)\377\326i)\377\347q)\377\367\202)\377\367})\377\367\2061\377{8\30\377s4\30\377{8\30\377\214<\30\377\224A\30\377\234E\30\377\214<\30\377\214<\30\377\224A\30\377\224<\30\377\234E\30\377\255M\30\377\245I\30\377\245I\30\377\255M\30\377\265U\30\377\306]!\377\306]!\377\316a!\377\316e!\377\326e!\377\347m)\377\316e!\377\306]!\377\347u)\377\347u)\377\336m)\377\316e)\377\336q)\377\357y)\377\367\202)\377\367\2021\377{4\30\377s4\30\377\2048\30\377\214A\30\377\224A\30\377\224A\30\377\224E\30\377\214<\30\377\214<\30\377\245I\30\377\234A\30\377\255M\30\377\255M\30\377\245I\30\377\255M\30\377\255Q\30\377\306]!\377\306]!\377\316a!\377\316a!\377\316a!\377\347u)\377\326e!\377\275Y!\377\265Y!\377\336m)\377\306a)\377\336m)\377\336m)\377\326e)\377\347q)\377\336q)\377s0\30\377s0\30\377\204<\30\377\224A\30\377\224E\30\377\234I\30\377\234E\30\377\234E\30\377\255M\30\377\234E\30\377{4\30\377\224<\30\377\245M\30\377\255I\30\377\234A\30\377\255M\30\377\245E\30\377\255M\30\377\265Q\30\377\245I\30\377\275U\30\377\255I\30\377\234A\30\377\224E\30\377\265U\30\377\234I\30\377\224E\30\377\245M\30\377\234M!\377\224A\30\377\234I\30\377\224E\30\377k0\20\377s0\20\377{4\30\377\214<\30\377\224E\30\377\234E\30\377\245I\30\377\234I\30\377\245I\30\377\214<\30\377\214<\30\377\255M\30\377\265Q!\377\265Q!\377\255M\30\377\306]!\377\316a)\377\326e)\377\326a!\377\316]!\377\265Q\30\377\326a!\377\255M\30\377\204<\20\377\245M\30\377\234I\30\377\245M\30\377\275]!\377\234I\30\377\255U!\377\265Y!\377\245M!\377c(\20\377k,\20\377k0\20\377\2048\30\377\224A\30\377\224E\30\377\234I\30\377\245I\30\377\275Y!\377\234E\30\377\245I\30\377\245I\30\377\265U!\377\265Q!\377\265Q!\377\306]!\377\306]!\377\316a!\377\316a!\377\336e)\377\326a!\377\316]!\377\265Q\30\377\224A\30\377\234I\30\377\275]!\377\265Y!\377\275Y!\377\275Y!\377\265U!\377\265])\377\275])\377s4\30\377c(\20\377k,\20\377s0\20\377\214A\30\377\224E\30\377\234E\30\377\306]!\377\234I\30\377\224A\30\377\265U!\377\245I\30\377\265Q!\377\265Q!\377\265M!\377\255M\30\377\306]!\377\306Y!\377\306]!\377\306]!\377\326a)\377\336i)\377\275U!\377\224A\30\377\224A\30\377\306a!\377\275]!\377\275Y!\377\275]!\377\275])\377\275Y!\377\275Y!\377s0\20\377k,\20\377s0\20\377\2048\30\377\214<\30\377\224E\30\377\234E\30\377\245M\30\377\224A\30\377\214A\30\377\245M\30\377\265Q!\377\275U!\377\255I\30\377\245I\30\377\245I\30\377\275U!\377\306Y!\377\275Y!\377\306]!\377\306]!\377\265Q\30\377\255M\30\377\224A\30\377\204<\30\377\255Q\30\377\245M\30\377\255Q!\377\265Y!\377\275]!\377\265Y!\377\275Y!\377s0\20\377k0\20\377{0\20\377\2048\30\377\204<\30\377\204<\30\377\214<\30\377\224A\30\377\316a!\377\245I\30\377\234E\30\377\245I\30\377\265U!\377\265Q!\377\265Q!\377\255M!\377\275U!\377\275U!\377\275U!\377\275Q!\377\255I\30\377\255M\30\377\255Q\30\377\234E\30\377{4\30\377\224A\30\377\214<\30\377\275Y!\377\275Y!\377\275]!\377\255Q!\377\255Q!\377k,\20\377k,\20\377s0\20\377\2044\30\377{4\20\377{4\30\377\2048\30\377\245M\30\377\265U!\377\245I\30\377\214A\30\377\275Y!\377\234A\30\377\255M\30\377\265Q!\377\245M!\377\265U!\377\275Q!\377\245I\30\377\245I\30\377\245M\30\377\265Q!\377\255Q!\377\255M\30\377\214<\30\377\245I\30\377\255Q!\377\306]!\377\306]!\377\275U!\377\265U!\377\255Q!\377c(\20\377Z(\20\377c(\20\377k,\20\377{8\30\377{4\30\377\214<\30\377\214A\30\377\234E\30\377\245I\30\377\245M\30\377\214<\30\377s0\30\377\255M!\377\255I!\377\255M!\377\255M!\377\265Q!\377\265Q!\377\255M!\377\265Q\30\377\245I\30\377\255I\30\377\306Y!\377\275Y!\377\214A\30\377\255Q\30\377\275]!\377\306])\377\306]!\377\255U!\377\255Q!\377k0\30\377k0\20\377k,\20\377s0\20\377s0\20\377s4\30\377{4\30\377\214<\30\377\245I\30\377\224A\30\377\306Y!\377\234A\30\377s0\20\377\245I\30\377\255M!\377\255M!\377\255M!\377\255M!\377\255Q!\377\265M!\377\316]!\377\245E\30\377\316]!\377\306Y!\377\275U!\377{8\30\377\255Q!\377\265Y!\377\275]!\377\275Y!\377\275Y!\377\255Q!\377k0\20\377c,\20\377k,\20\377s0\20\377{4\30\377s0\20\377{4\30\377{4\30\377\2048\30\377\245I\30\377\234E\30\377\234E\30\377k,\20\377\214<\30\377\224A\30\377\245M\30\377\214<\30\377\224E\30\377\214<\30\377\214<\30\377\214<\30\377\245I\30\377\234E\30\377\224A\30\377\224A\30\377k,\20\377\224A\30\377\265Q!\377\265Y!\377\265U!\377\265Y!\377\275Y!\377c(\20\377c,\20\377k,\20\377s0\20\377k,\20\377k0\20\377\2048\30\377\234A\30\377\214<\30\377\224A\30\377\245I\30\377\245I\30\377k0\20\377{4\20\377\214<\30\377\214A\30\377\214<\30\377\204<\30\377\2048\30\377\234I\30\377\224A\30\377\214<\30\377\234E\30\377\234E\30\377\255M\30\377\224A\30\377{8\30\377\255Q!\377\265U!\377\255U!\377\255U!\377\265U!\377c(\20\377k,\20\377s0\20\377s0\20\377{4\20\377\2048\30\377\2048\30\377\2048\30\377\224A\30\377\245M\30\377\245E\30\377\234E\30\377{4\20\377Z(\20\377k0\30\377{8\30\377\2048\30\377\214A\30\377\224A\30\377\234I\30\377\214<\30\377\224A\30\377\224A\30\377\234E\30\377\245I\30\377\255M\30\377{8\30\377\214A\30\377\255U!\377\255U!\377\245Q!\377\265U!\377c,\20\377c(\20\377k,\20\377Z$\20\377Z$\20\377Z(\20\377c(\20\377k,\20\377k,\20\377c(\20\377c(\20\377c,\20\377k0\20\377R \20\377c,\20\377s4\30\377{4\30\377\204<\30\377\2048\30\377\214A\30\377\224A\30\377\224A\30\377\234I\30\377\234I\30\377\224A\30\377\245I\30\377\224E\30\377\2048\30\377\255U!\377\255Q!\377\265U!\377\265Y)\377J \20\377J\34\20\377Z(\20\377k,\20\377k(\20\377c(\20\377R \20\377c(\20\377k,\20\377s0\20\377k0\20\377k0\20\377c,\20\377Z(\20\377c,\20\377s4\20\377s4\20\377\2048\30\377\2048\20\377\2048\30\377\224A\30\377\214A\30\377\234I\30\377\245I\30\377\234I\30\377\245M!\377\245M\30\377\204<\30\377\234M!\377\245Q!\377\265U!\377\255U!\377c,\20\377c,\20\377c(\20\377c(\20\377c(\20\377c(\20\377c(\20\377k,\20\377k,\20\377k,\20\377k0\20\377s4\20\377s0\30\377\204<\30\377c(\20\377s4\20\377s4\30\377{4\20\377{4\30\377\204<\30\377\224A\30\377\234E\30\377\234E\30\377\234E\30\377\234E\30\377\245I\30\377\245I\30\377\224E\30\377\204<\30\377\245Q!\377\255Q!\377\347\327\326\377R$\20\377k,\20\377c(\20\377c(\20\377c(\20\377c(\20\377Z$\20\377c(\20\377c(\20\377k,\20\377k,\20\377k,\20\377s0\20\377{4\30\377\204<\30\377k,\20\377s4\20\377s4\20\377{8\30\377\2048\20\377\214<\30\377\214<\30\377\214A\30\377\234E\30\377\234E\30\377\224A\30\377\224E\30\377\224E\30\377s4\30\377\214A\30\377\265\206s\377\377\377\377\377c,\20\377k,\30\377k0\20\377k,\20\377c(\20\377Z$\20\377Z(\20\377Z$\20\377c(\20\377c(\20\377c(\20\377k,\20\377k0\20\377{4\30\377{8\30\377k,\20\377c,\20\377k0\20\377s0\20\377{8\30\377\2048\30\377\2048\30\377\214<\30\377\224A\30\377\224E\30\377\214<\30\377\214A\30\377\234I\30\377{8!\377\214M1\377\377\373\377\377\377\377\377" This doesn't look like a series of 8 bit values to me. Have I done something wrong or am I misinterpreting the results?

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  • How to make ARGB transparency using bitwise operators.

    - by Smejda
    I need to make transparency, having 2 pixels: pixel1: {A, R, G, B} - foreground pixel pixel2: {A, R, G, B} - background pixel A,R,G,B are Byte values each color is represented by byte value now I'm calculating transparency as: newR = pixel2_R * alpha / 255 + pixel1_R * (255 - alpha) / 255 newG = pixel2_G * alpha / 255 + pixel1_G * (255 - alpha) / 255 newB = pixel2_B * alpha / 255 + pixel1_B * (255 - alpha) / 255 but it is too slow I need to do it with bitwise operators (AND,OR,XOR, NEGATION, BIT MOVE)

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  • Creating Bitmaps from ARGB strings (in actionscript-3)???

    - by ashenwraith
    Hi, in actionscript 3, what's the fastest way to dump your data (not from a file) into a bitmap for display? I have it working with setPixels and colored rects but that's way too slow/inefficient. Is there a way to load in the raw bytes or hijack the loader class to put in custom loader data? What would be the best/fastest--should I start writing a byte encoder?

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  • Convert text box text into Argb argument

    - by Jimmy
    I have been looking into coloring objects like ellipses with code such as SolidBrush trnsRedBrush = new SolidBrush(Color.FromArgb(0x78FF0000)); I'd like to play around further with this by entering FromArgb's argument into a textbox on a form, then using the textbox to set the Brush's color. How would I convert the textbox's text into an argument usable by FromArgb?

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  • How to serialize Color property as ARGB values?

    - by Przemaas
    I'm working with Windows Forms designer. It serializes properties of type Color as known name whenever possible. I need it to serialize such properties always as RGB, because I need it later for interop with other system, which can deserialize only from RGB values. Is there a way to serialize Color properties always as RGB values?

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  • C++ Converting image to integer array

    - by jonathanasdf
    How would I go about converting the pixels in an image (.png file) to an integer array, where each pixel is converted to its ARGB integer equivalent? I would like to do this without using external libraries. Not a 2D integer array by the way, a 1D one (where access is through array[row*width+col]). Thanks.

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  • Android - Read PNG image without alpha and decode as ARGB_8888 Android

    - by loki666
    I try to read an image from sdcard (in emulator) and then create a Bitmap image with the "BitmapFactory.decodeByteArray" method. I set the options: options.inPrefferedConfig = Bitmap.Config.ARGB_8888 options.inDither = false Then I extract the pixels into a ByteBuffer. ByteBuffer buffer = ByteBuffer.allocateDirect(width*height*4) bitmap.copyPixelsToBuffer(buffer) I use this ByteBuffer then in the JNI to convert it into RGB format and want to calculate on it. But always I get false data - I test without modifying the ByteBuffer. Only thing I do is to put it into the native method into JNI. Then cast it into a unsigned char* and convert it back into a ByteBuffer before returning it back to Java. Before displaying the image I get data back with bitmap.copyPixelsFromBuffer( buffer ) But then it has wrong data in it. My Question is if this is because the image is internally converted into RGB 565 or what is wrong here? May anybody has an idea, it would be great!

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  • Implementing ToArgb()

    - by Number8
    Hello -- System.Drawing.Color has a ToArgb() method to return the Int representation of the color. In Silverlight, I think we have to use System.Windows.Media.Color. It has A, R, G, B members, but no method to return a single value. How can I implement ToArgb()? In System.Drawing.Color, ToArgb() consists of return (int) this.Value; System.Windows.Media.Color has a FromArgb(byte A, byte R, byte G, byte B) method. How do I decompose the Int returned by ToArgb() to use with FromArgb()? Thanks for any pointers...

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  • Android - Read PNG image without alpha and decode as ARGB_8888

    - by loki666
    I try to read an image from sdcard (in emulator) and then create a Bitmap image with the BitmapFactory.decodeByteArray method. I set the options: options.inPrefferedConfig = Bitmap.Config.ARGB_8888 options.inDither = false Then I extract the pixels into a ByteBuffer. ByteBuffer buffer = ByteBuffer.allocateDirect(width*height*4) bitmap.copyPixelsToBuffer(buffer) I use this ByteBuffer then in the JNI to convert it into RGB format and want to calculate on it. But always I get false data - I test without modifying the ByteBuffer. Only thing I do is to put it into the native method into JNI. Then cast it into a unsigned char* and convert it back into a ByteBuffer before returning it back to Java. unsigned char* buffer = (unsinged char*)(env->GetDirectBufferAddress(byteBuffer)) jobject returnByteBuffer = env->NewDirectByteBuffer(buffer, length) Before displaying the image I get data back with bitmap.copyPixelsFromBuffer( buffer ) But then it has wrong data in it. My Question is if this is because the image is internally converted into RGB 565 or what is wrong here? ..... Have an answer for it: - yes, it is converted internally to RGB565. Does anybody know how to create such an bitmap image from PNG with ARGB8888 pixel format? If anybody has an idea, it would be great!

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  • X11 and ARGB visuals: does DefaultDepth() never return 32?

    - by Andy
    Hi, I'm establishing a connection to the X server like this: display = XOpenDisplay(NULL); screen = DefaultScreen(display); depth = DefaultDepth(display, screen); I'm wondering now why "depth" is always set to 24. I would expect that it is only 24 when compositing is turned off, but in fact, it is still 24 even when I turn on compositing. So in order to get a 32-bit ARGB visual I need to call XGetVisualInfo() first with depth set explicitly to 32. Now to my question: Will DefaultDepth() generally never return more than 24 or is it just on my system? (my graphics board is somewhat dated...). I know that it could return 15, 16 or even 8 for a CLUT display but can it return 32? Or do I always have to use XGetVisualInfo() first to get a ARGB 32-bit visual? Thanks, Andy

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  • Getting pixel data from an image using java.

    - by Matt
    I'm trying to get the pixel rgb values from a 64 x 48 bit image. I get some values but nowhere near the 3072 (= 64 x 48) values that I'm expecting. I also get: Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: Coordinate out of bounds! at sun.awt.image.ByteInterleavedRaster.getDataElements(ByteInterleavedRaster.java:301) at java.awt.image.BufferedImage.getRGB(BufferedImage.java:871) at imagetesting.Main.getPixelData(Main.java:45) at imagetesting.Main.main(Main.java:27) I can't find the out of bounds error... Here's the code: package imagetesting; import java.io.IOException; import javax.imageio.ImageIO; import java.io.File; import java.awt.image.BufferedImage; public class Main { public static final String IMG = "matty.jpg"; public static void main(String[] args) { BufferedImage img; try { img = ImageIO.read(new File(IMG)); int[][] pixelData = new int[img.getHeight() * img.getWidth()][3]; int[] rgb; int counter = 0; for(int i = 0; i < img.getHeight(); i++){ for(int j = 0; j < img.getWidth(); j++){ rgb = getPixelData(img, i, j); for(int k = 0; k < rgb.length; k++){ pixelData[counter][k] = rgb[k]; } counter++; } } } catch (IOException e) { e.printStackTrace(); } } private static int[] getPixelData(BufferedImage img, int x, int y) { int argb = img.getRGB(x, y); int rgb[] = new int[] { (argb >> 16) & 0xff, //red (argb >> 8) & 0xff, //green (argb ) & 0xff //blue }; System.out.println("rgb: " + rgb[0] + " " + rgb[1] + " " + rgb[2]); return rgb; } }

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  • get eigenvalue pca with java

    - by Muhamad Burhanudin
    I try use PCA to reduce dimention, and i use jama for help me using matrix. but, i got problem when get eigenvalue with jama. for example i hava 2 image dimention 100x100, then i create single matrix 2 image x (100x100). there is 20.000 pixel. and how to get reduction with eigenvalue? this is sample my code : public static void main(String[] args) { BufferedImage bi; int[] rgb; int R, G, B; // int[] jum; double[][] gray = new double[500][500] ; String[] baris = new String[1000]; try { //bi = ImageIO.read(new File("D:\\c.jpg")); int[][] pixelData = new int[bi.getHeight() * bi.getWidth()][3]; int counter = 0; for (int i = 0; i < bi.getHeight(); i++) { for (int j = 0; j < bi.getWidth(); j++) { gray[i][j] = getPixelData(bi, i, j); // R = getR(bi, i, j); //G = getG(bi, i, j); //B = getB(bi, i, j); //jum = R + G + B; // gray[counter] = Double.toString(R + G + B / 3); // System.out.println("Gray " +gray); //for (int k = 0; k < rgb.length; k++) { // pixelData[counter][k] = rgb[k]; // } counter++; } } } catch (IOException e) { e.printStackTrace(); } Matrix matrix = new Matrix(gray); PCA pca = new PCA(matrix); pca.getEigenvalue(6); String n = pca.toString(); System.err.println("nilai n "+n); //double dete = pcadete(matrix,3600); } private static int getPixelData(BufferedImage bi, int x, int y) { int argb = bi.getRGB(y, x); int r, g, b; int gray; int rgb[] = new int[]{ (argb >> 16) & 0xff, //red (argb >> 8) & 0xff, //green (argb) & 0xff //blue }; r = rgb[0]; g = rgb[1]; b = rgb[2]; gray = (r + g + b) / 3; System.out.println("gray: " + gray); return gray; } when i show eigenvalue in this code : PCA pca = new PCA(matrix); pca.getEigenvalue(6); String n = pca.toString(); System.err.println("nilai n "+n); Result is : nilai n PCA@c3e9e9 Can, u tell me what way to get eigenvalue and reduction dimension.

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  • In Silverlight, what is the best way to convert between a System.Drawing.Color and a System.Windows.

    - by Gene
    I'm trying to convert from a System.Drawing.Color to a Silverlight System.Windows.Media.Color. I'm actually trying to pass this color through a service. The System.Drawing.Color, passed over the wire, does not serialize the argb value independently. I can convert the argb value to a 32-bit int [DataMember] public int MyColor { get { return Color.Red.ToArgb(); } set {} } But I don't see any corresponding method in System.Windows.Media.Color to convert that back. What is the best way to do this?

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  • What's the most effective way to interpolate between two colors? (pseudocode and bitwise ops expecte

    - by navand
    Making a Blackberry app, want a Gradient class. What's the most effective way (as in, speed and battery life) to interpolate two colors? Please be specific. // Java, of course int c1 = 0xFFAA0055 // color 1, ARGB int c2 = 0xFF00CCFF // color 2, ARGB float st = 0 // the current step in the interpolation, between 0 and 1 /* Help from here on. Should I separate each channel of each color, convert them to decimal and interpolate? Is there a simpler way? interpolatedChannel = red1+((red2-red1)*st) interpolatedChannel = interpolatedChannel.toString(16) ^ Is this the right thing to do? If speed and effectiveness is important in a mobile app, should I use bitwise operations? Help me! */

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • How to scale a sprite image without losing color key information?

    - by Michael P
    Hello everyone, I'm currently developing a simple application that displays map and draws some markers on it. I'm developing for Windows Mobile, so I decided to use DirectDraw and Imaging interfaces to make the application fast and pretty. The map moves when user moves finger on the touchscreen, so the whole map moving/scrolling animation has to be fast, but it is not. On every map update I have to draw portion of the map, control buttons, and markers - buttons and markers are preloaded on DirectDraw surface as a mipmap. So the only thing I do is BitBlit from the mipmap to a back buffer, and from the back buffer to a primary surface (I can't use page flipping due to the windowed mode of my application). Previously I used premultiplied-alpha surface with 32 bit ARGB pixel format for images mipmap, everything was looking good, but drawing entire "scene" was horribly slow - i could forget about smooth map scrolling. Now I'm using mipmap with native (RGB565) pixel format and fuchsia (0xFF00FF) color key. Drawing is much better my mipmap surface is generated on program loading - images are loaded from files, scaled (with filtering) and drawn on mipmap. The problem is, that image scaling process blends pixel colors, and those pixels which are on the border of a sprite region are blended with surrounding fuchsia pixels resulting semi-fuchsia color that is not treated as color key. When I do blitting with color key option, sprites have small fuchsia-like borders, and it looks really bad. How to solve this problem? I can use alpha blitting, but it is too slow - even in ARGB 1555 format.

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  • Alpha blending colors in .NET Compact Framwork 2.0

    - by Adam Haile
    In the Full .NET framework you can use the Color.FromArgb() method to create a new color with alpha blending, like this: Color blended = Color.FromArgb(alpha, color); or Color blended = Color.FromArgb(alpha, red, green , blue); However in the Compact Framework (2.0 specifically), neither of those prototypes are valid, you only get: Color.FromArgb(int red, int green, int blue); and Color.FromArgb(int val); The first one, obviously, doesn't even let you enter an alpha value, but the documentation for the latter shows that "val" is a 32bit ARGB value (as 0xAARRGGBB as opposed to the standard 24bit 0xRRGGBB), so it would make sense that you could just build the ARGB value and pass it to the function. I tried this with the following: private Color FromARGB(byte alpha, byte red, byte green, byte blue) { int val = (alpha << 24) | (red << 16) | (green << 8) | blue; return Color.FromArgb(val); } But no matter what I do, the alpha blending never works, the resulting color always as full opacity, even when setting the alpha value to 0. Has anyone gotten this to work on Compact Framework?

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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  • Preview a .NET color

    - by serhio
    The VS debugger gives me: _Color = "{Name=ff000040, ARGB=(255, 0, 0, 64)}" how can I "see" what color is? I tried a html page: <html> <div style="background: rgba(255, 0, 0, 64);">________<div> <h1 style="background-color: ff000040">hello</h1> </html> doesn't work.

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