Esempio n. 1
0
// static
void D3D11Utils_Texture::copyImageToTexture( const Image4f& im, std::shared_ptr< DynamicTexture2D > tex, bool flipUD )
{
	int width = im.width();
	int height = im.height();

	D3D11_MAPPED_SUBRESOURCE mapping = tex->mapForWriteDiscard();

	const float* sourceData = im.pixels();
	ubyte* destDataBytes = reinterpret_cast< ubyte* >( mapping.pData );

	// if the pitch matches and no flip is requested
	// then just directly copy
	if( mapping.RowPitch == 4 * width * sizeof( float ) && !flipUD )
	{
		float* destDataFloat = reinterpret_cast< float* >( mapping.pData );
		memcpy( destDataFloat, sourceData, 4 * width * height * sizeof( float ) );
	}
	// otherwise, have to go row by row
	else
	{
		for( int y = 0; y < height; ++y )
		{
			int yy = flipUD ? height - y - 1 : y;

			const float* sourceRow = &( sourceData[ 4 * yy * width ] );
			ubyte* destRow = &( destDataBytes[ y * mapping.RowPitch ] );

			memcpy( destRow, sourceRow, 4 * width * sizeof( float ) );
		}
	}

	tex->unmap();
}
Esempio n. 2
0
// static
void FormatConversion::image4fToImage3ub( const Image4f& source, Image3ub& destination, bool flipUpDown )
{
	int width = source.width();
	int height = source.height();

	for( int y = 0; y < height; ++y )
	{
		int yy = y;
		if( flipUpDown )
		{
			yy = height - y - 1;
		}

		for( int x = 0; x < width; ++x )
		{
			Vector4f input = source.pixel( x, y );
			Vector3i output = ColorUtils::floatToInt( input ).xyz();
			destination.setPixel( x, yy, output );
		}
	}
}
Esempio n. 3
0
// static
void FormatConversion::image3ubToImage4f( const Image3ub& source, Image4f& destination, bool flipUpDown, float fillAlpha )
{
	int width = source.width();
	int height = source.height();

	for( int y = 0; y < height; ++y )
	{
		int yy = y;
		if( flipUpDown )
		{
			yy = height - y - 1;
		}

		for( int x = 0; x < width; ++x )
		{
			Vector3i input = source.pixel( x, y );
			Vector3f output = ColorUtils::intToFloat( input );			
			destination.setPixel( x, yy, Vector4f( output, fillAlpha ) );
		}
	}
}
Esempio n. 4
0
// static
void D3D11Utils_Texture::copyTextureToImage( ID3D11Device* pDevice, ID3D11Texture2D* pTexture, Image4f& im )
{
	D3D11_TEXTURE2D_DESC desc;
	pTexture->GetDesc( &desc );

	int width = desc.Width;
	int height = desc.Height;

	std::shared_ptr< StagingTexture2D > pST;

	if( desc.Format == DXGI_FORMAT_R32G32_FLOAT )
	{
		pST.reset( StagingTexture2D::createFloat2( pDevice, width, height ) );
	}
	else if( desc.Format == DXGI_FORMAT_R32G32B32A32_FLOAT )
	{
		pST.reset( StagingTexture2D::createFloat4( pDevice, width, height ) );
	}

	if( desc.Format == DXGI_FORMAT_R32G32_FLOAT )
	{
		pST->copyFrom( pTexture );
		D3D11_MAPPED_SUBRESOURCE mt = pST->mapForReadWrite();
		ubyte* sourceData = reinterpret_cast< ubyte* >( mt.pData );

		for( int y = 0; y < height; ++y )
		{
			float* sourceRow = reinterpret_cast< float* >( &( sourceData[ y * mt.RowPitch ] ) );
			for( int x = 0; x < width; ++x )
			{
				float r = sourceRow[ 2 * x ];
				float g = sourceRow[ 2 * x + 1 ];
				im.setPixel( x, y, Vector4f( r, g, 0, 1 ) );
			}
		}
		pST->unmap();
	}
	else if( desc.Format == DXGI_FORMAT_R32G32B32A32_FLOAT )
	{
		pST->copyFrom( pTexture );
		D3D11_MAPPED_SUBRESOURCE mapping = pST->mapForReadWrite();
		ubyte* sourceData = reinterpret_cast< ubyte* >( mapping.pData );

		if( mapping.RowPitch == 4 * width * sizeof( float ) )
		{
			memcpy( im.pixels(), sourceData, 4 * width * height * sizeof( float ) );
		}
		else
		{
			for( int y = 0; y < height; ++y )
			{
				float* sourceRow = reinterpret_cast< float* >( &( sourceData[ y * mapping.RowPitch ] ) );
				float* destinationRow = im.rowPointer( y );
				memcpy( destinationRow, sourceRow, 4 * width * sizeof( float ) );
			}
		}
		pST->unmap();
	}
	else
	{
		printf( "Warning: unable to copy texture to image, format is unsupported\n" );
	}
}
Esempio n. 5
0
// static
std::shared_ptr< DynamicTexture2D > D3D11Utils_Texture::createTextureFromImage( ID3D11Device* pDevice, const Image4f& im, bool flipUD )
{
	std::shared_ptr< DynamicTexture2D > pTexture( DynamicTexture2D::createFloat4( pDevice, im.width(), im.height() ) );
	copyImageToTexture( im, pTexture, flipUD );
	return pTexture;
}