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webcv-imgproc.js
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webcv-imgproc.js
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/*jslint es5: true, browser: true, devel: true */
/*global WebCV, Float32Array, Uint8ClampedArray */
(function (WebCV, window, document, undefined) {
"use strict";
var imgproc = function () {
var workCanvas = document.createElement("canvas");
var workContext = workCanvas.getContext('2d');
var integralShader;
var vpass_integralVertexBuf;
var vpass_integralTextureCoordBuf;
var hpass_integralVertexBuf;
var hpass_integralTextureCoordBuf;
var integralCachedWidth;
var integralCachedHeight;
var integralfb1;
var integralfb2;
return {
/**
* Convert an image element to a greyscale Uint8 array,
* using a canvas element
* can scale image to swidth*sheight
*/
imageToGreyArray: function (image, outarray, swidth, sheight) {
var w = swidth,
h = sheight,
canvas = workCanvas,
imageData,
image_u8,
nbytes,
grey_u8,
k;
if (w === undefined) {
w = image.width;
}
if(h === undefined) {
h = image.height;
}
canvas.width = w;
canvas.height = h;
workContext.drawImage(image, 0, 0, w, h);
//var start = performance.now();
imageData = workContext.getImageData(0, 0, w, h);
//console.log("Grey getImageData time", performance.now() - start);
image_u8 = imageData.data;
nbytes = w * h;
if (outarray === undefined || outarray === null) {
grey_u8 = new Uint8ClampedArray(nbytes);
} else {
grey_u8 = outarray;
}
for (k = 0; k < nbytes; k += 1) {
// Simple greyscale by intensity average
grey_u8[k] = (0.299 * image_u8[k * 4] + 0.587 * image_u8[k * 4 + 1] + 0.114 * image_u8[k * 4 + 2]);
}
return grey_u8;
},
/**
* Compute the integral image from a grayscale Uint8 array. The output image will be one greater
* than the input in width and height.
* Output array may be any type, but should be able to represent large values
* (up to the sum of all pixel intensities in an image)
* Algorithm adapted from OpenCV
*/
integralImage: function (in_u8, w, h, out) {
var srcIndex = 0,
sumIndex = 0,
srcStep = w,
sumStep = w + 1,
x,
y,
s;
if (out === undefined) {
out = new Float32Array((w + 1) * (h + 1));
}
// Algorithm adapted from opencv
// Set first row to all 0s
// Replaces `memset( sum, 0, (size.width+1)*sizeof(sum[0]));`
for (x = 0; x < w + 1; x += 1) {
out[x] = 0;
}
sumIndex += sumStep + 1;
for (y = 0; y < h; y += 1, srcIndex += srcStep, sumIndex += sumStep) {
s = 0;
// Set first column to 0
out[sumIndex - 1] = 0;
for (x = 0; x < w; x += 1) {
s += in_u8[srcIndex + x];
out[sumIndex + x] = out[sumIndex + x - sumStep] + s;
}
}
return out;
},
integralImageGPU: function (inTexture, w, h, outTexture) {
var cv = this.core,
gl = cv.gl;
var debug = false;
if(debug) {
var testOutTexture = cv.gpu.blankTexture(w+1, h+1,
{format: gl.RGBA, type: gl.UNSIGNED_BYTE, flip: false});
outTexture = testOutTexture;
}
if(debug) {
var intermediateTexture = cv.gpu.blankTexture(w+1, h+1,
{format: gl.RGBA, type: gl.UNSIGNED_BYTE, flip: false});
} else {
var intermediateTexture = cv.gpu.blankTexture(w+1, h+1,
{format: gl.LUMINANCE, type: gl.FLOAT, flip: false});
}
var defs = {}
if(debug) {
defs["DEBUG"] = 1;
}
integralShader = integralShader || cv.shaders.getNamedShader("integralImage", "integralImage", {defines:defs});
gl.useProgram(integralShader);
cv.shaders.setUniforms(integralShader, {uResolution: [w+1,h+1]});
integralfb1 = gl.createFramebuffer();
integralfb2 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, integralfb1);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, intermediateTexture, 0);
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, integralfb2);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outTexture, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
var vpass_vertexData = new Int16Array(h * 6 * 2);
var vpass_texCoordData = new Uint8Array(h * 6 * 2);
var hpass_vertexData = new Int16Array(w * 6 * 2);
var hpass_texCoordData = new Uint8Array(w * 6 * 2);
for (var i=0; i<h; i+=1) {
var xoffs = 0;
var yoffs = i+1;
// Vertex coordinates
// Bottom left
vpass_vertexData[6*2*i+0] = 0.0 + xoffs;
vpass_vertexData[6*2*i+1] = 0.0 + yoffs;
// Bottom right
vpass_vertexData[6*2*i+2] = w + xoffs;
vpass_vertexData[6*2*i+3] = 0.0 + yoffs;
// Top left
vpass_vertexData[6*2*i+4] = 0.0 + xoffs;
vpass_vertexData[6*2*i+5] = h + yoffs;
// Top left
vpass_vertexData[6*2*i+6] = 0.0 + xoffs;
vpass_vertexData[6*2*i+7] = h + yoffs;
// Bottom right
vpass_vertexData[6*2*i+8] = w + xoffs;
vpass_vertexData[6*2*i+9] = 0.0 + yoffs;
// Top right
vpass_vertexData[6*2*i+10] = w + xoffs;
vpass_vertexData[6*2*i+11] = h + yoffs;
// Texture coordinates
// Bottom left
vpass_texCoordData[6*2*i+0] = 0.0;
vpass_texCoordData[6*2*i+1] = 0.0;
// Bottom right
vpass_texCoordData[6*2*i+2] = 1.0;
vpass_texCoordData[6*2*i+3] = 0.0;
// Top left
vpass_texCoordData[6*2*i+4] = 0.0;
vpass_texCoordData[6*2*i+5] = 1.0;
// Top left
vpass_texCoordData[6*2*i+6] = 0.0;
vpass_texCoordData[6*2*i+7] = 1.0;
// Bottom right
vpass_texCoordData[6*2*i+8] = 1.0;
vpass_texCoordData[6*2*i+9] = 0.0;
// Top right
vpass_texCoordData[6*2*i+10] = 1.0;
vpass_texCoordData[6*2*i+11] = 1.0;
}
for (var i=0; i<w; i+=1) {
var xoffs = i+1;
var yoffs = 0;
// Vertex coordinates
// Bottom left
hpass_vertexData[6*2*i+0] = 0.0 + xoffs;
hpass_vertexData[6*2*i+1] = 0.0 + yoffs;
// Bottom right
hpass_vertexData[6*2*i+2] = 1+w + xoffs;
hpass_vertexData[6*2*i+3] = 0.0 + yoffs;
// Top left
hpass_vertexData[6*2*i+4] = 0.0 + xoffs;
hpass_vertexData[6*2*i+5] = 1+h + yoffs;
// Top left
hpass_vertexData[6*2*i+6] = 0.0 + xoffs;
hpass_vertexData[6*2*i+7] = 1+h + yoffs;
// Bottom right
hpass_vertexData[6*2*i+8] = 1+w + xoffs;
hpass_vertexData[6*2*i+9] = 0.0 + yoffs;
// Top right
hpass_vertexData[6*2*i+10] = 1+w + xoffs;
hpass_vertexData[6*2*i+11] = 1+h + yoffs;
// Texture coordinates
// Bottom left
hpass_texCoordData[6*2*i+0] = 0.0;
hpass_texCoordData[6*2*i+1] = 0.0;
// Bottom right
hpass_texCoordData[6*2*i+2] = 1.0;
hpass_texCoordData[6*2*i+3] = 0.0;
// Top left
hpass_texCoordData[6*2*i+4] = 0.0;
hpass_texCoordData[6*2*i+5] = 1.0;
// Top left
hpass_texCoordData[6*2*i+6] = 0.0;
hpass_texCoordData[6*2*i+7] = 1.0;
// Bottom right
hpass_texCoordData[6*2*i+8] = 1.0;
hpass_texCoordData[6*2*i+9] = 0.0;
// Top right
hpass_texCoordData[6*2*i+10] = 1.0;
hpass_texCoordData[6*2*i+11] = 1.0;
}
vpass_integralVertexBuf = cv.shaders.arrayBuffer(vpass_vertexData);
vpass_integralTextureCoordBuf = cv.shaders.arrayBuffer(vpass_texCoordData);
hpass_integralVertexBuf = cv.shaders.arrayBuffer(hpass_vertexData);
hpass_integralTextureCoordBuf = cv.shaders.arrayBuffer(hpass_texCoordData);
integralCachedWidth = w;
integralCachedHeight = h;
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE);
if (debug) {
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
}
for(var i=0; i<100; i++) {
//var integralstart = performance.now();
// Do vertical pass
cv.shaders.setUniforms(integralShader, {uPass: 1});
cv.shaders.setAttributes(integralShader,
{aPosition: vpass_integralVertexBuf, aTextureCoord: vpass_integralTextureCoordBuf});
gl.viewport(0,0,w+1,h+1);
gl.bindFramebuffer(gl.FRAMEBUFFER, integralfb1);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, inTexture);
gl.drawArrays(gl.TRIANGLES, 0, 6*h);
// Do horiz pass
cv.shaders.setUniforms(integralShader, {uPass: 2});
cv.shaders.setAttributes(integralShader,
{aPosition: hpass_integralVertexBuf, aTextureCoord: hpass_integralTextureCoordBuf});
gl.bindFramebuffer(gl.FRAMEBUFFER, integralfb2);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, intermediateTexture);
gl.drawArrays(gl.TRIANGLES, 0, 6*w);
gl.disable(gl.BLEND);
//var readOut = new Uint8Array((w+1) * (h+1) * 4);
//gl.readPixels(0,0,w+1,h+1,gl.RGBA,gl.UNSIGNED_BYTE,readOut);
gl.finish();
//var integraltime = performance.now() - integralstart;
//console.log("Integral took", integraltime)
}
if (debug) {
var readOut = new Uint8Array((w+1) * (h+1) * 4);
gl.readPixels(0,0,w+1,h+1,gl.RGBA,gl.UNSIGNED_BYTE,readOut);
cv.utils.showRGBA(readOut, w+1, h+1);
return readOut;
}
},
testFloatToBytes: function() {
var w = fd.width;
var h = fd.height;
var toBytesShader = cv.shaders.getNamedShader("drawconst", "integralToBytes");
gl.useProgram(toBytesShader);
cv.shaders.setUniforms(toBytesShader, {"uResolution": [w+1,h+1], "uIntegralImageSize": [w+1,h+1]});
var vertCoords = new Float32Array([
0.0, 0.0,
w+1, 0.0,
0.0, h+1,
0.0, h+1,
w+1, 0.0,
w+1, h+1]);
cv.shaders.setAttributes(toBytesShader,{aPosition: vertCoords});
// Bind integral as texture0
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fd.integralTexture);
var testOutTexture = cv.gpu.blankTexture(w+1, h+1,
{format: gl.RGBA, type: gl.UNSIGNED_BYTE, flip: false});
var outfb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, outfb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, testOutTexture, 0);
gl.viewport(0,0,w+1,h+1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
var readOut = new Uint8Array((w+1) * (h+1) * 4);
window.readOut = readOut;
gl.readPixels(0,0,w+1,h+1,gl.RGBA,gl.UNSIGNED_BYTE,readOut);
cv.utils.showRGBA(readOut, w+1, h+1);
var outFloat = new Float32Array((w+1) * (h+1));
for (var k = 0; k < (w+1) * (h+1); k += 1) {
// Simple greyscale by intensity average
outFloat[k] = readOut[k * 4] * 65536 + readOut[k * 4 + 1] * 256 + readOut[k * 4 + 2];
}
return outFloat;
}
};
};
WebCV.registerModule("imgproc", imgproc);
}(WebCV, window, document));