如何分配上ScriptIntrinsic3DLUT使用LUT? [英] How to allocate the LUT to use on ScriptIntrinsic3DLUT?
问题描述
与RenderScript工作,我试图用ScriptIntrinsic3DLUT(的http://developer.android.com/reference/android/renderscript/ScriptIntrinsic3DLUT.html)
working with RenderScript, I'm trying to use the ScriptIntrinsic3DLUT (http://developer.android.com/reference/android/renderscript/ScriptIntrinsic3DLUT.html)
在一般这种以股代息的作品就像任何其他renderscript
In general this scrip works just like any other renderscript
- 创建RS背景
- 此环境中创建的脚本
- 创建输入和输出的分配
- 设置脚本参数
- 调用内核
可问题是,在设置脚本参数
一步,从我应该调用文档 script.setLUT(分配LUT)
,但什么是发电的适当方式/此分配设定值?
may problem is on the set script parameters
step, from the docs I should call script.setLUT (Allocation lut)
, but what is the appropriate way of generating/setting values for this allocation?
在code我的样品是:
sample of the code I have is:
// create RS context
RenderScript rs = RenderScript.create(context);
// create output bitmap
Bitmap bitmapOut = Bitmap.createBitmap(bitmapIn.getWidth(), bitmapIn.getHeight(), bitmapIn.getConfig());
// create bitmap allocations
Allocation allocIn = Allocation.createFromBitmap(rs, bitmapIn);
Allocation allocOut = Allocation.createFromBitmap(rs, bitmapOut);
// create script
ScriptIntrinsic3DLUT script = ScriptIntrinsic3DLUT.create(rs, Element.U8_4(rs));
// set 3D LUT for the script
how to create the `Allocation lut` ??
script.setLUT(lut);
// process the script
script.forEach(allocIn, allocOut);
// copy result to bitmap output
allocOut.copyTo(bitmapOut);
我的问题是类似<一个href=\"http://stackoverflow.com/questions/25686572/how-to-use-scriptintrinsic3dlut-with-a-cube-file\">How使用ScriptIntrinsic3DLUT与.cube等文件?
,但它是不一样的。我不关心的多维数据集文件。我可以创建一个从字节,整型,矩阵,无论阵列的LUT。我只是想知道如何对/在哪里,放置分配里面的字节。什么是这个分配适当的格式?
but it is not the same. I do not care about the cube file. I can create the LUT from array of bytes, ints, matrix, whatever. I just want to know how-to/where-to place those bytes inside the allocation. What's the appropriate formatting for this allocation?
推荐答案
我在网上找到了一个例子在这里:
<一href=\"https://android.googlesource.com/platform/frameworks/rs/+/master/java/tests/ImageProcessing/src/com/android/rs/image/ColorCube.java\" rel=\"nofollow\">https://android.googlesource.com/platform/frameworks/rs/+/master/java/tests/ImageProcessing/src/com/android/rs/image/ColorCube.java
I found an example on the web here: https://android.googlesource.com/platform/frameworks/rs/+/master/java/tests/ImageProcessing/src/com/android/rs/image/ColorCube.java
这将创建一个3D LUT,不修改实际色彩值。很好的例子,虽然它如何能工作。
This creates a 3D LUT that doesn't modify the actual color values. Good example though how it could work.
private ScriptIntrinsic3DLUT mIntrinsic;
private void initCube() {
final int sx = 32;
final int sy = 32;
final int sz = 16;
Type.Builder tb = new Type.Builder(mRS, Element.U8_4(mRS));
tb.setX(sx);
tb.setY(sy);
tb.setZ(sz);
Type t = tb.create();
mCube = Allocation.createTyped(mRS, t);
int dat[] = new int[sx * sy * sz];
for (int z = 0; z < sz; z++) {
for (int y = 0; y < sy; y++) {
for (int x = 0; x < sx; x++ ) {
int v = 0xff000000;
v |= (0xff * x / (sx - 1));
v |= (0xff * y / (sy - 1)) << 8;
v |= (0xff * z / (sz - 1)) << 16;
dat[z*sy*sx + y*sx + x] = v;
}
}
}
mCube.copyFromUnchecked(dat);
}
,然后使用它像这样
and then use it like so
mIntrinsic.setLUT(mCube);
如果任何人都可以解析为.cube 文件,并装配到这方面的帮助,我将非常感激。
If anyone can help with parsing a .cube file and fitting into this i would be very grateful.
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