Trouble reading (and comparing) pixels in SDL2 - sdl

I'm loading a PNG file in SDL2 and I'm trying to find 'special' pixel colours to track during a spritesheet animation. I've put these pixels into my image but my code isn't finding them.
I'm using this code to read the pixels (taken from internet, wrapped into my own Texture class):
Uint32 getpixel(SDL_Surface *surface, int x, int y)
{
int bpp = surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
switch(bpp) {
case 1:
return *p;
break;
case 2:
return *(Uint16 *)p;
break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
break;
case 4:
return *(Uint32 *)p;
break;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
}
And these are the important bits of code I'm using to compare pixels to the 'special' values I've set before:
// convert special SDL_Color to Uint32
Uint32 spec1 = SDL_MapRGBA(_texture->GetSDLSurface()->format, _spec1.r, _spec1.g, _spec1.b, 255);
Uint32 spec2 = SDL_MapRGBA(_texture->GetSDLSurface()->format, _spec2.r, _spec2.g, _spec2.b, 255);
...and, while looping through all pixels in each sprite frame...
// get pixel at (x, y)
Uint32 pix = _texture->GetPixel(x, y);
// if pixel is a special value, store it in animation
if (pix == spec1)
{
SDL_Point pt = {x, y};
anim->Special1.push_back(pt);
found1 = true;
}
else if (pix == spec2)
{
SDL_Point pt = {x, y};
anim->Special2.push_back(pt);
found2 = true;
}
Now, I'm setting a breakpoint in these if-statements to check if the colour has been found, but the breakpoint is never reached. Does anyone know what the problem is?
P.S. I've tried also using SDL_MapRGB() but that doesn't work either.
[edit]
Okay so I tried putting a pixel at 0,0 of the whole image with RGB values 66, 77 and 88. It read them in as 84, 96 and 107, so obviously the colours are either being changed or not read in properly. However, when I try it with a specific alpha value, it reads it in perfectly. I would change my system to only use alpha values but it seems the pixel editor I'm using removes the alpha value once you put in the pixel and blends it in with the rest of the image.

Your formula to offset is not correct, it should be :
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x
(x does not need to be multiplied by bpp)
From the docs
pitch
The length of a surface scanline in bytes
The pitch, also called stride is computed as following :
pitch = width * bytes per pixel
bytes per pixel = (bits per pixel + 7) / 8
When you are at correct byte offset, get an Uint32 (for a 32bpp image) from it and do your comparison.

Related

Convert FreeType GlyphSlot Bitmap To Vulkan BGRA

I'm trying to convert a FreeType GlyphSlot Bitmap to Vulkan BGRA format.
void DrawText(const std::string &text) {
// WIDTH & HEIGHT == dst image dimensions
FT_GlyphSlot Slot = face->glyph;
buffer.resize(WIDTH*HEIGHT*4);
int dst_Pitch = WIDTH * 4;
for (auto c : text) {
FT_Error error = FT_Load_Char(face, c, FT_LOAD_RENDER);
if (error) {
printf("FreeType: Load Char Error\n");
continue;
}
auto char_width = Slot->bitmap.width;
auto char_height = Slot->bitmap.rows;
uint8_t* src = Slot->bitmap.buffer;
uint8_t* startOfLine = src;
for (int y = 0; y < char_height; ++y) {
src = startOfLine;
for (int x = 0; x < char_width; ++x) {
// y * dst_Pitch == Destination Image Row
// x * 4 == Destination Image Column
int dst = (y*dst_Pitch) + (x*4);
// Break if we have no more space to draw on our
// destination texture.
if (dst + 4 > buffer.size()) { break; }
auto value = *src;
src++;
buffer[dst] = 0xff; // +0 == B
buffer[dst+1] = 0xff; // +1 == G
buffer[dst+2] = 0xff; // +2 == R
buffer[dst+3] = value; // +3 == A
}
startOfLine += Slot->bitmap.pitch;
}
}
}
This is giving me garbled output. I'm not sure what I need to do to properly convert to Vulkan B8G8R8A8. I feel like moving from left to right in the buffer we write to our Vulkan texture is incorrect and maybe Vulkan is expecting I add the pixels into the buffer in a different way?
I understand this code will write each letter on top of one another, I will implement taking advantage of Slot->advance after I can properly draw at least a single letter.
One problem is that you resize buffer with every character (which will leave the previous data at the start of the newly allocated space) but when storing the data for the new character c you overwrite the start of the buffer since dst is 0. You probably want to set dst the buffer.size() from before the resize call.
int dst = /*previous buffer size*/;
The issue was due to the fact that I had VkImageCreateInfo tiling set to VK_IMAGE_TILING_OPTIMAL. After changing it to VK_IMAGE_TILING_LINEAR I received the correct output.
Taken straight from https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkImageTiling.html
VK_IMAGE_TILING_OPTIMAL specifies optimal tiling (texels are laid out
in an implementation-dependent arrangement, for more optimal memory
access).
VK_IMAGE_TILING_LINEAR specifies linear tiling (texels are laid out in
memory in row-major order, possibly with some padding on each row).
While I may not be rendering garbage now, my letters are still backwards and seemingly drawing from right to left instead of left to right.
You can see the green 'the' in the top right corner.

What is the srcData for ID2D1Bitmap::CreateBitmap

I need to create a bitmap from an array of pixels for a raycaster I'm working on in Direct2D. However, I'm having trouble understanding how to use the CreateBitmap function. Specifically, I'm not sure what the srcData parameter is supposed to be. I'm pretty sure/hoping it's a pointer to an array of pixels, but I'm not sure how to set up that array. What kind of array is it supposed to be? What data type? Etc.
Here's what I've tried:
int width = 400, height = 400;
D2D1::ColorF * arr = (D2D1::ColorF*)calloc(width * height * 4, sizeof(D2D1::ColorF));
for (int i = 0; i < width * height * 4; i++) { arr[i] = D2D1::ColorF(0.0f, 1.0f, 0.0f); }
// Create the bitmap and draw it on the screen
ID2D1Bitmap * bmp;
HRESULT hr;
hr = renderTarget->CreateBitmap(
D2D1::SizeU(width, height),
arr,
width * sizeof(int) * 4,
D2D1::BitmapProperties(),
&bmp);
if (hr != S_OK) { return; } // I've tested and found that hr does not equal S_OK
// Draw the bitmap...
What should the second and third lines look like? Is there anything else I'm doing incorrectly?
Syntax:
HRESULT CreateBitmap(
D2D1_SIZE_U size,
const void *srcData,
UINT32 pitch,
const D2D1_BITMAP_PROPERTIES & bitmapProperties,
ID2D1Bitmap **bitmap
);
Your code:
hr = renderTarget->CreateBitmap(
D2D1::SizeU(width, height),
arr, // <<--- Wrong, see (a) below
width * sizeof(int) * 4, // <<--- Close but wrong, see (b) below
D2D1::BitmapProperties(), // <<--- Wrong, see (c) below
&bmp);
(a) - you are supposed to provide an array of pixel data here, where the format depends on format of the bitmap. Note that this is optional an d you can create a bitmap without initialization. The pixels are not D2D1::ColorF exactly. They could be 4 byte RGBA data if you request respective bitmap format, see (c) below.
(b) - this is distance between rows in bytes, if your pixels are supposed to be 32-bit values you would normally want Width * 4 here
(c) - this requests DXGI_FORMAT_UNKNOWN D2D1_ALPHA_MODE_UNKNOWN and results in bitmap creation error. You need a real format here such as DXGI_FORMAT_B8G8R8A8_UNORM (see Pixel Formats and also Supported Pixel Formats and Alpha Modes)
The first link above shows how exactly bytes in memory map to pixel colors, and you are supposed to prepare your data respectively.
UPD
With DXGI_FORMAT_B8G8R8A8_UNORM your initialization structure is this:
UINT8* Data = malloc(Height * Width * 4);
for(UINT Y = 0; Y < Height; Y++)
for(UINT X = 0; X < Width; X++)
{
UINT8* PixelData = Data + ((Y * Width) + X) * 4;
PixelData[0] = unsigned integer blue in range 0..255;
PixelData[1] = unsigned integer red in range 0..255;
PixelData[2] = unsigned integer green in range 0..255;
PixelData[3] = 255;
}

LibPNG segmentation fault on png_read_image

I'm having a segmentation fault on png_read_image() and I can't figure out why.
Here's the code:
/*
Initializing pngReadStruct & pngInfoStruct...
*/
// Getting image's width & height
png_uint_32 imgWidth = png_get_image_width(pngReadStruct, pngInfoStruct);
png_uint_32 imgHeight = png_get_image_height(pngReadStruct, pngInfoStruct);
// Getting bits per channel (not per pixel)
png_uint_32 bitDepth = png_get_bit_depth(pngReadStruct, pngInfoStruct);
// Getting number of channels
png_uint_32 channels = png_get_channels(pngReadStruct, pngInfoStruct);
// Getting color type (RGB, RGBA, luminance, alpha, palette, etc)
png_uint_32 colorType = png_get_color_type(pngReadStruct, pngInfoStruct);
// Refining color type (if colored or grayscale)
switch (colorType) {
case PNG_COLOR_TYPE_PALETTE:
png_set_palette_to_rgb(pngReadStruct);
// If RBG image, setting channel number to 3
channels = 3;
break;
case PNG_COLOR_TYPE_GRAY:
if (bitDepth < 8)
png_set_expand_gray_1_2_4_to_8(pngReadStruct);
// Updating bitdepth info
bitDepth = 8;
break;
default:
break;
}
// Adding full alpha channel to the image if it possesses transparency
if (png_get_valid(pngReadStruct, pngInfoStruct, PNG_INFO_tRNS)) {
png_set_tRNS_to_alpha(pngReadStruct);
channels += 1;
}
// Defining an array to contain image's rows of pixels
std::vector<png_bytep> rowPtrs(imgHeight);
// Defining an array to contain image's pixels (data's type is 'std::unique_ptr<char[]>')
data = std::make_unique<char[]>(imgWidth * imgHeight * bitDepth * channels / 8);
const unsigned long int rowLength = imgWidth * bitDepth * channels / 8;
// Adding every pixel into previously allocated rows
for (unsigned int i = 0; i < imgHeight; ++i) {
// Preparing the rows to handle image's data
rowPtrs[i] = (png_bytep)&data + ((imgHeight - i - 1) * rowLength);
}
// Recovering image data
png_read_image(pngReadStruct, rowPtrs.data()); // /!\ Segfault here
png_destroy_read_struct(&pngReadStruct, static_cast<png_infopp>(0), static_cast<png_infopp>(0));
Every characteristic taken from the file seems fine to me, and it worked without error just a while ago; it probably is a stupid error I made while refactoring.
Thanks for the help, feel free to ask anything else I'd have missed & sorry for the long code!

Get HBITMAPs For *ALL* Sizes and Depths of a File Type Icon (C++)

Compiler: MinGW/GCC
I'm trying to get the HICON of a file type based on what icon windows has registered for that file type, and then grab all of the HICON's images.
The problem is, I can't seem to get anything other than the 32x32 or 16x16 icon. Also, I've looked at GetIconInfoEx() but that function doesn't allow me to choose the icon size that I'm wanting, it just sort of arbitrarily pukes up whatever Windows feels like handing me at the time.
I want to at least have all of the 16x16, 32x32, and 48x48 icons, but I would really enjoy being able to extract every size that's in the HICON that I pass in.
Here's the code I'm currently working with (copy and pasted most of this from the web and stitched it together):
HBITMAP GetFileTypeIcon(const char* ext, int type, int depth)
{
HICON hIcon;
SHFILEINFO sfi= {0};
UINT flag = SHGFI_ICON|SHGFI_USEFILEATTRIBUTES;
int wh = 16;
switch(type)
{
default:
case FILE_ICON_SIZE_16:
{
wh = 16; flag|=SHGFI_SMALLICON;
}
break;
case FILE_ICON_SIZE_32:
{
wh = 32; flag|=SHGFI_LARGEICON;
}
break;
case FILE_ICON_SIZE_48:
{
wh = 48; flag|=SHGFI_SYSICONINDEX;
}
break;
case FILE_ICON_SIZE_256:
{
wh = 256; flag|=SHGFI_SYSICONINDEX;
}
break;
}
HRESULT hr = SHGetFileInfo(ext,FILE_ATTRIBUTE_NORMAL,&sfi,sizeof(sfi),flag);
if(SUCCEEDED(hr))
{
if((type == FILE_ICON_SIZE_48) || (type == FILE_ICON_SIZE_256))
{
// THIS PART DOESN'T COMPILE: undeclared function/indentifiers
// HIMAGELIST* imageList;
// hr = SHGetImageList(((type == FILE_ICON_SIZE_256)?SHIL_JUMBO:SHIL_EXTRALARGE), IID_IImageList, (void**)&imageList);
// if(SUCCEEDED(hr))
// {
// //Get the icon we need from the list. Note that the HIMAGELIST we retrieved
// //earlier needs to be casted to the IImageList interface before use.
// hr = ((IImageList*)imageList)->GetIcon(sfi.iIcon, ILD_TRANSPARENT, &hIcon);
// }
}
else
{
hIcon=sfi.hIcon;
}
}
// Convert to an HBITMAP (to get it out of the icon...)
HDC hDC = GetDC(NULL);
HDC hMemDC = CreateCompatibleDC(hDC);
HBITMAP hMemBmp = CreateCompatibleBitmap(hDC, wh, wh);
HGDIOBJ hOrgBMP = SelectObject(hMemDC, hMemBmp);
DrawIconEx(hMemDC, 0, 0, hIcon, wh, wh, 0, NULL, DI_NORMAL);
SelectObject(hMemDC, hOrgBMP);
DeleteDC(hMemDC);
ReleaseDC(NULL, hDC);
DestroyIcon(hIcon);
return hMemBmp;
}
I don't even know what to do about color depths. I'll hazard a guess: make a DC that has a certain color depth (rather than just a compatible DC) and pass that into DrawIconEx()?
Edit: I answered my own question after much research/work.
See my answer below for a way to find and parse the raw icon data.
I basically had to do everything myself (with the help of the web, Stack Overflow, and several MSDN articles) so I think I'll just post my own solution here.
I ended up parsing the registry to find the locations of the icons of each previously registered file extension, since the API functions that should have easily gotten me the information I wanted have some... problems.
After that I spent several days manually observing the data formats at hand by observing output of an icon program, and with this information in hand I was able to construct an image loader.
I used Allegro game library to make dealing with BITMAP images easier - Win32/GDI is a bit too much to deal with and would have made the code exorbitantly messy.
Finding the Icon Location and Index:
(1) Look for extension under HKEY_CLASSES_ROOT, eg HKCR\.foo\(default) = "foofile"
(2) Default data of this is the next key to look at, eg HKCR\foofile\
(3) Default data here is the description eg HKCR\foofile\(default) = "Foo Document"
(4) The icon location may be in one of two places that I know of:
Either in HKCR\foofile\DefaultIcon\(default) or there may be an entry something like HKCR\foofile\CurVer\(default) = "foofile.1" which tells you to look at the key HKCR\foofile.1\DefaultIcon\(default) for the icon location.
Parsing the Icon Location String:
The string is simply a path followed by a comma, white space, possibly a negative sign, and a number indicating the "index" of the icon.
Here's the big gotcha: Let the icon index be N. If N is negative (might want to check for negative zeros!), it is a resource ID within the file specified. If N is positive, it means to find the N'th icon within the file, but the icon is not necessarily at resource ID number N.
Parsing Icon Structures Manually:
This is the bulk of the code and time spent, but it works beautifully. First off, here's the data formats for the various sections of color and mask data.
Data Block Formats:
32bit ... Color Data:
====================================================================================
Little Endian 4 byte ARGB values.
The rows are stored in reverse order (bottom to top).
24bit ... Color Data:
====================================================================================
Little Endian 3 byte RGB values.
Tightly Packed (NO PADDING).
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
16bit ... Color Data:
====================================================================================
Little Endian 2 byte RGB values. 5 bits each with MSB = 0.
Tightly Packed (NO PADDING).
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
8bit ... Palette & Color Data:
====================================================================================
The Palette is Little Endian 4 byte RGB0 values. No alpha.
There *might* be up to 256 palette entries.
If number of colors is reported as zero, assume 256 color entires.
The Pixels are 1 byte index values.
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
4bit ... Palette & Color Data:
====================================================================================
The Palette is Little Endian 4 byte RGB0 values. No alpha.
There *might* be up to 16 palette entries.
If number of colors is reported as zero, assume 16 color entires.
The Pixels are nybble-length index values.
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
Mask Data:
====================================================================================
Is a string of bytes with mask bits starting at MSB and going towards LSB.
There are ((imagewidth+31)>>5) DWORDS per row in *BIG ENDIAN* order.
Like the color data, there is a set of DWORDS for each row.
The rows are stored in reverse order (bottom to top).
Set unused padding bits/pixels at end of each row to 1.
0 indicates opaque and 1 indicates transparent.
1bit ... XOR Mask, AND Mask, & Color Data:
====================================================================================
The Palette is Little Endian 4 byte RGB0 values. No alpha.
There should be exactly 2 palette entries: usually 0x00000000 and 0x00FFFFFF.
The two masks follow the Mask Data format decribed above.
The following results from combining two mask bits:
XOR AND RESULT:
0 0 Color #0 (Black)
0 1 Transparent
1 0 Color #1 (White)
1 1 Invert Destination Bitmap
Of course I wouldn't have left it at this. There's code to be had!
The following code will load up and convert all of the icon images for a given icon location to a vector of 32bpp BITMAPs. If loading a given image fails, it will simply just not be added to the vector (or, in the case of a corrupt icon, it will most likely generate a corrupted image, so be careful).
The code does not support the "invert" color in monochrome images, and will just generate a different color that still has zero alpha.
WARNING: Some psuedo-code is included to shorten things to just the essentials.
Icon Loader Code (Supports: EXE, DLL, 32bit ICL, ICO):
// Code written by Simion32.
// Please feel free to use it anywhere.
// Credit would be nice but isn't required.
#include "include.h" //std::vectors and whatever else you need
#include <allegro.h>
#include <winalleg.h> //Allegro and Win32
#include "Shellapi.h"
// In the following block, the (required!!) pragmas
// force correct data alignment. Needed in at least GCC.
#pragma pack( push, 1 )
typedef struct
{
BYTE bWidth; // Width, in pixels, of the image
BYTE bHeight; // Height, in pixels, of the image
BYTE bColorCount; // Number of colors in image (0 if >=8bpp)
BYTE bReserved; // Reserved ( must be 0)
WORD wPlanes; // Color Planes
WORD wBitCount; // Bits per pixel
DWORD dwBytesInRes; // How many bytes in this resource?
DWORD dwImageOffset; // Where in the file is this image?
} ICONDIRENTRY, *LPICONDIRENTRY;
typedef struct
{
WORD idReserved; // Reserved (must be 0)
WORD idType; // Resource Type (1 for icons)
WORD idCount; // How many images?
ICONDIRENTRY idEntries[1]; // An entry for each image (idCount of 'em)
} ICONDIR, *LPICONDIR;
typedef struct
{
BITMAPINFOHEADER icHeader; // DIB header
RGBQUAD icColors[1]; // Color table
BYTE icXOR[1]; // DIB bits for XOR mask
BYTE icAND[1]; // DIB bits for AND mask
} ICONIMAGE, *LPICONIMAGE;
#pragma pack( pop)
#pragma pack( push, 2 )
typedef struct
{
BYTE bWidth; // Width, in pixels, of the image
BYTE bHeight; // Height, in pixels, of the image
BYTE bColorCount; // Number of colors in image (0 if >=8bpp)
BYTE bReserved; // Reserved
WORD wPlanes; // Color Planes
WORD wBitCount; // Bits per pixel
DWORD dwBytesInRes; // total size of the RT_ICON resource referenced by the nID member.
WORD nID; // resourceID of RT_ICON (LockResource to obtain a pointer to its ICONIMAGE)
} GRPICONDIRENTRY, *LPGRPICONDIRENTRY;
typedef struct
{
WORD idReserved; // Reserved (must be 0)
WORD idType; // Resource type (1 for icons)
WORD idCount; // How many images?
GRPICONDIRENTRY idEntries[1]; // The entries for each image
} GRPICONDIR, *LPGRPICONDIR;
#pragma pack( pop )
uint32_t Convert16BitToARGB(uint16_t value)
{
return (0xFF000000|((value >> 7) & 0x0000F8)|((value << 6) & 0x00F800)|((value << 19) & 0xF80000));
}
uint32_t GetMaskBit(uint8_t* data, int x, int y, int w, int h)
{
uint32_t mask_data_rowsize = (((w+31)>>5) * 4);
return ((~(data[(mask_data_rowsize * ((h-1)-y)) + (x >> 3)] >> (0x07 - (x & 0x07))) & 1) * 0xFFFFFFFF);
}
uint32_t GetColorMonochrome(uint8_t* xordata, uint8_t* anddata, int x, int y, int w, int h, uint32_t* pal)
{
uint32_t mask_data_rowsize = (((w+31)>>5) * 4);
uint32_t xor_bit = (((xordata[(mask_data_rowsize * ((h-1)-y)) + (x >> 3)] >> (0x07 - (x & 0x07))) << 1) & 2);
uint32_t and_bit = (((anddata[(mask_data_rowsize * ((h-1)-y)) + (x >> 3)] >> (0x07 - (x & 0x07))) ) & 1);
uint32_t value = (xor_bit | and_bit);
return pal[value];
}
BITMAP* CreateBmp32bppFromIconResData(void* data, int size, int depth, int w, int h, int colors)
{
char* pngheader = "\211PNG\r\n\032\n";
char* cpd = (char*)data;
bool is_png = ((cpd[0]==pngheader[0])
&& (cpd[1]==pngheader[1])
&& (cpd[2]==pngheader[2])
&& (cpd[3]==pngheader[3])
&& (cpd[4]==pngheader[4])
&& (cpd[5]==pngheader[5])
&& (cpd[6]==pngheader[6])
&& (cpd[7]==pngheader[7]));
if(is_png)
{
//###########################################################
//# PSEUDO-CODE: Somehow convert the PNG file into a bitmap.
BITMAP* result = ConvertPngFileToBmp32bpp(data, size);
return result;
}
else
{
uint32_t ignore_size = ((BITMAPINFOHEADER*)(data))->biSize;
BITMAP* bmp = create_bitmap_ex(32,w,h);
uint32_t pixel_count = (w * h);
uint32_t color_data_size = ((((((w * depth)+7) >> 3) +3) & ~3) * h);
switch(depth)
{
default: return bmp; break;
case 32:
{
uint32_t* src = (uint32_t*)(((uint8_t*)data) + ignore_size);
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,src[0]);
src++;
}
//There should never be any padding to jump over here.
}
return bmp;
}
break;
case 24:
{
uint32_t* src = (uint32_t*)(((uint8_t*)data) + ignore_size);
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,((src[0] & 0x00FFFFFF) | 0xFF000000) & GetMaskBit(bitmask, xx, yy, w, h));
src++;
src = (uint32_t*)(((uint8_t*)src)-1); //go back a byte due to packing
padding_checker += 3;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src = (uint32_t*)(((uint8_t*)src)+1);
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 16:
{
//Note: there might be a color table present! ignore it.
uint16_t* src = (uint16_t*)(((uint8_t*)data) + ignore_size + (colors << 2));
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,Convert16BitToARGB(src[0]) & GetMaskBit(bitmask, xx, yy, w, h));
src++;
padding_checker += 2;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src = (uint16_t*)(((uint8_t*)src)+1);
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 8:
{
if(colors > 256) colors = 256; //Color Count must be restricted to 256 entries at the most.
if(colors <= 0) colors = 256; //Color Count might be reported as zero. This means 256.
uint8_t* src = (((uint8_t*)data) + ignore_size + (colors << 2));
uint32_t* pal = ((uint32_t*)(((uint8_t*)data) + ignore_size));
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
uint8_t color = src[0];
if(color < colors){
_putpixel32(bmp,xx,yy,(pal[color] | 0xFF000000) & GetMaskBit(bitmask, xx, yy, w, h));
}else{
_putpixel32(bmp,xx,yy,0x00FF00FF);
}
src++;
padding_checker++;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src++;
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 4:
{
if(colors > 16) colors = 16; //Color Count must be restricted to 16 entries at the most.
if(colors <= 0) colors = 16; //Color Count might be reported as zero. This means 16.
uint8_t* src = (((uint8_t*)data) + ignore_size + (colors << 2));
uint32_t* pal = ((uint32_t*)(((uint8_t*)data) + ignore_size));
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
uint8_t color = src[0];
if(xx & 1) color = ( color & 0x0F);
else color = ((color >> 4) & 0x0F);
if(color < colors){
_putpixel32(bmp,xx,yy,(pal[color] | 0xFF000000) & GetMaskBit(bitmask, xx, yy, w, h));
}else{
_putpixel32(bmp,xx,yy,0x00FF00FF);
}
if(xx & 1)
{
src++;
padding_checker++;
padding_checker &= 3;
}
}
//if the pointer hasn't incremented to the next byte yet, do so.
if(w & 1) //odd width
{
src++;
padding_checker++;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src++;
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 1:
{
if(colors > 2) colors = 2; //Color Count must be restricted to 2 entries at the most.
if(colors <= 0) colors = 2; //Color Count might be reported as zero. This means 2.
uint32_t* pal = (uint32_t*)(((uint8_t*)data) + ignore_size);
uint8_t* bitmaskXOR = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2));
uint8_t* bitmaskAND = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
uint32_t ret_colors[4] = {pal[0]|0xFF000000, 0x00FF00FF, pal[1]|0xFF000000, 0x0000FF00};
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,GetColorMonochrome(bitmaskXOR, bitmaskAND, xx, yy, w, h, ret_colors));
}
}
return bmp;
}
break;
}
return bmp;
}
}
vector< BITMAP* > ResourceToBitmapVector(HMODULE hm, HRSRC hr, bool is_group_icon)
{
vector< BITMAP* > results;
if(is_group_icon)
{
HGLOBAL hg = LoadResource(hm,hr);
GRPICONDIR* gd = (GRPICONDIR*)LockResource(hg);
if(gd->idType == 1)
{
for(int i = 0; i < gd->idCount; ++i)
{
//WARNING: The GRPICONDIRENTRY's data might be wrong!
GRPICONDIRENTRY* ie = (GRPICONDIRENTRY*)&(gd->idEntries[i]);
HRSRC ihr = FindResource(hm,MAKEINTRESOURCE(ie->nID),RT_ICON);
if(ihr != NULL)
{
HGLOBAL ihg = LoadResource(hm,ihr);
void* data = (void*)LockResource(ihg);
DWORD size = SizeofResource(hm,ihr);
uint32_t b = ((BITMAPINFOHEADER*)(data))->biBitCount;
uint32_t w = ((BITMAPINFOHEADER*)(data))->biWidth;
uint32_t h = (((BITMAPINFOHEADER*)(data))->biHeight >> 1); //icons have doubled height value.
uint32_t c = ((BITMAPINFOHEADER*)(data))->biClrUsed;
results.push_back(CreateBmp32bppFromIconResData(data, size, b, w, h, c));
}
}
}
}
else
{
HGLOBAL ihg = LoadResource(hm,hr);
void* data = (void*)LockResource(ihg);
DWORD size = SizeofResource(hm,hr);
uint32_t b = ((BITMAPINFOHEADER*)(data))->biBitCount;
uint32_t w = ((BITMAPINFOHEADER*)(data))->biWidth;
uint32_t h = (((BITMAPINFOHEADER*)(data))->biHeight >> 1); //icons have doubled height value.
uint32_t c = ((BITMAPINFOHEADER*)(data))->biClrUsed;
results.push_back(CreateBmp32bppFromIconResData(data, size, b, w, h, c));
}
return results;
}
vector< BITMAP* > IconFileToBitmapVector(void* icon_data, uint32_t icon_size)
{
vector< BITMAP* > results;
ICONDIR* gd = (ICONDIR*)icon_data;
if(gd->idType == 1)
{
for(int i = 0; i < gd->idCount; ++i)
{
//WARNING: The ICONDIRENTRY's data might be wrong!
DWORD offset = gd->idEntries[i].dwImageOffset;
DWORD size = gd->idEntries[i].dwBytesInRes;
void* data = (void*)(((uint8_t*)icon_data) + ((uint32_t)offset));
uint32_t b = ((BITMAPINFOHEADER*)(data))->biBitCount;
uint32_t w = ((BITMAPINFOHEADER*)(data))->biWidth;
uint32_t h = (((BITMAPINFOHEADER*)(data))->biHeight >> 1); //icons have doubled height value.
uint32_t c = ((BITMAPINFOHEADER*)(data))->biClrUsed;
results.push_back(CreateBmp32bppFromIconResData(data, size, b, w, h, c));
}
}
return results;
}
vector< BITMAP* > UnearthIconResource(string& file, bool self_refrence, bool res_index, int index)
{
#define LOAD_IGNORE_CODE_AUTHZ_LEVEL 0x00000010
//prevents a negative indexing error
// (the boolean res_index handles whether it's icon index VS resource ID)
index = abs(index);
vector< BITMAP* > results; //array of results to return (pointers to 32bpp images)
//extract and 'demangle' the file extension by convertng to lowercase.
string ext = get_file_extension(file.c_str());
for(int i = 0; i < ext.size(); ++i) ext[i] = tolower(ext[i]);
bool is_icl = false;
if((ext == "exe") || (ext == "dll") || (ext == "scr") || (is_icl = (ext == "icl")))
{
// Portable Executable Resource (works for both DLL and EXE)
// Also works for any 32bit Icon Library (Microangelo Studio?)
HMODULE hm = LoadLibraryEx(file.c_str(), NULL,
(DONT_RESOLVE_DLL_REFERENCES | LOAD_IGNORE_CODE_AUTHZ_LEVEL | LOAD_LIBRARY_AS_DATAFILE));
if(hm != NULL)
{
HRSRC hr;
if(!self_refrence)
{
if(res_index)
{
//The icon we want is at the resource ID (==index)
bool is_single_icon = false;
hr = FindResource(hm,MAKEINTRESOURCE(index),RT_GROUP_ICON);
if(hr == NULL)
{
hr = FindResource(hm,MAKEINTRESOURCE(index),RT_ICON);
is_single_icon = (hr != NULL);
}
if(hr != NULL)
{
results = ResourceToBitmapVector(hm, hr, !is_single_icon);
}
}
else
{
//The icon we want is the (index)'th icon in the file
//We must preform a manual search for the resource ID!
//WARNING: Using EnumResourceNames() *DOES NOT WORK PROPERLY* for this.
for(int nicon = 0, i = 0; i < 0x8000; ++i)
{
bool is_single_icon = false;
hr = FindResource(hm,MAKEINTRESOURCE(i),RT_GROUP_ICON);
if(hr != NULL)
{
if(nicon == index)
{
results = ResourceToBitmapVector(hm, hr, true);
break;
}
nicon++;
}
}
}
}
else
{
//The icon we want is the "first" icon in the file.
//Happens when location is a %1.
//We must preform a manual search for the resource ID!
//WARNING: Using EnumResourceNames() *DOES NOT WORK PROPERLY* for this.
for(int i = 0; i < 0x8000; ++i)
{
bool is_single_icon = false;
hr = FindResource(hm,MAKEINTRESOURCE(i),RT_GROUP_ICON);
if(hr != NULL)
{
results = ResourceToBitmapVector(hm, hr, true);
break;
}
}
}
FreeLibrary(hm);
}
else /*if(is_icl)
{//OH NOES. We have to load a *16bit* .icl file!
//not supported yet. sorry. left as another excecise to the programmer.
}*/
}
else if(ext == "ico")
{
//Single Icon File
//###################################################
//# PSEUDO-CODE: Do the file loading yourself ;)
void* data_pointer = NULL;
uint32_t data_size = 0;
if(data_pointer = MyLoadFile(file.c_str(), &data_size))
{
if(data_size)
{
results = IconFileToBitmapVector((void*)data_pointer, data_size);
}
}
MyCloseFile(data_pointer);
}
return results;
}
I think that almost covers it all...
One last thing I should mention: Be sure to ignore the size and bit depth information coming from the icon directory entries. They can often be wrong. I've seen a few 256-color images reported as 24bit, causing data corruption inside the image loader.
Wow, talk about reinventing the wheel!
With all due respect, this code is so bloated for nothing. I (and probably thousands of others) achieved the exact same result with 1/10 of this code. Also, this solution contains many inaccuracies.
Here's a quick run-down:
Why parse the registry manually? You state the API has some problems; like what? I've used reg parsing API extensively and never had a problem! The Indexing vs ResID logic is correct though.
Why do all the icon to bitmap conversions manually? This can be achieved with 3 to 5 lines of code using the right Icon API calls. Here's a complete reference.
Why limit the conversion to 32bpp? Again, using the right APIs will generate a device dependent hIcon handle with the max color bit-depth supported by that device. Check out the CreateIconFromResourceEx() API function. All you need to do is combine it with the Find/Load/Lock Resource APIs that you're already using. Using this technique will load icons of any size and color depth (from monochrome up to alpha-channel 32bpp icons).
Finally, regarding the search for icon resources by group (RT_GROUP_ICON), or by single icons (RT_ICON), and matching for a given index instead of resource, it could be done much more efficiently using EnumResourceNames(). It might be that you've failed to account for string resource identifiers when parsing the Enum return, because it seems you've omitted such case in your manual search and match procedure. This might be the source of your problems with EnumResourceNames(). It works perfectly fine for me and for others in countless online samples. At the very least, the "manual" search should match up to 0xFFFF rather than 0x8000. Res IDs are recommended in the 0x0001 to 0x8000 range, but legal in the 0x0000 to 0xFFFF range.
If it does have not to be platform independent:
a bit time ago i wrote a little class that reads a file and extract all icons.
It retreives a std::vector with HICONs.
With GetIconInfo you can retreive the HBITMAP for pixeldata an pixelmask.
The function is a little bit heuristic. It scans the binary Data for a typical icon begin and tries to load them.
The function also works on dlls, exe or icl (16bit dlls that just contain icon resources)
#ifndef __ICON_LIST_H__
#define __ICON_LIST_H__
#include <windows.h>
#include <vector>
class IconFile: public std::vector<HICON>{
public:
IconFile(){};
IconFile(std::string i_filename){
addIconsFromFile(i_filename);
};
int addIconsFromFile(std::string i_fileName){
int iCount=0;
HANDLE file = CreateFile( i_fileName.c_str(), GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL);
if(file!=INVALID_HANDLE_VALUE){
int size = GetFileSize(file,NULL);
DWORD actRead;
BYTE* buffer = new BYTE[size];
ReadFile(file, buffer, size, &actRead, NULL);
CloseHandle(file);
int ind = -1;
for(int p = 0; p< size-4; ++p){
if(buffer[p]==40 && buffer[p+1]==0 && buffer[p+2]==0 && buffer[p+3]==0){
HICON icon = CreateIconFromResourceEx(&buffer[p], size-p, true, 0x00030000,0,0,0);
if(icon){
++iCount;
this->push_back(icon);
}
}
}
delete[] buffer;
}
return iCount;
};
};
#endif //__ICON_LIST_H__

flipping depth frame received from Kinect

I use the following c++ code to read out the depth information from the kinect:
BYTE * rgbrun = m_depthRGBX;
const USHORT * pBufferRun = (const USHORT *)LockedRect.pBits;
// end pixel is start + width*height - 1
const USHORT * pBufferEnd = pBufferRun + (Width * Height);
// process data for display in main window.
while ( pBufferRun < pBufferEnd )
{
// discard the portion of the depth that contains only the player index
USHORT depth = NuiDepthPixelToDepth(*pBufferRun);
BYTE intensity = static_cast<BYTE>(depth % 256);
// Write out blue byte
*(rgbrun++) = intensity;
// Write out green byte
*(rgbrun++) = intensity;
// Write out red byte
*(rgbrun++) = intensity;
++rgbrun;
++pBufferRun;
}
What I'd like to know is, what is the easiest way to implement frame flipping (horizontal & vertical)? I couldn't find any function in the kinect SDK, but maybe I missed it?
EDIT1 I'd like to not having to use any external libraries, so any solutions that explain the depth data layout and how to invert rows / columns, is highly appreciated.
So, you're using a standard 16bpp single channel depth map with player data. This is a nice easy format to work with. An image buffer is arranged row-wise, and each pixel in the image data has the bottom 3 bits set to the player ID and the top 13 bits set to depth data.
Here's a quick'n'dirty way to read each row in reverse, and write it out to an RGBWhatever image with a simple depth visualisation that's a little nicer to look at that the wrapping output you currently use.
BYTE * rgbrun = m_depthRGBX;
const USHORT * pBufferRun = (const USHORT *)LockedRect.pBits;
for (unsigned int y = 0; y < Height; y++)
{
for (unsigned int x = 0; x < Width; x++)
{
// shift off the player bits
USHORT depthIn = pBufferRun[(y * Width) + (Width - 1 - x)] >> 3;
// valid depth is (generally) in the range 0 to 4095.
// here's a simple visualisation to do a greyscale mapping, with white
// being closest. Set 0 (invalid pixel) to black.
BYTE intensity =
depthIn == 0 || depthIn > 4095 ?
0 : 255 - (BYTE)(((float)depthIn / 4095.0f) * 255.0f);
*(rgbrun++) = intensity;
*(rgbrun++) = intensity;
*(rgbrun++) = intensity;
++rgbrun;
}
}
Code untested, E&OE, etc ;-)
It is possible to parallelise the outer loop, if instead of using a single rgbrun pointer you get a pointer to the beginning of the current row and write the output to that instead.