Bitmap in C# into C++ - c++

I think this must be an easy question for somebody who uses bitmap in C++. I have my a working code in C# - how to do something simillar in C++ ?? Thanks for your codes (help) :-))
public Bitmap Visualize ()
{
PixelFormat fmt = System.Drawing.Imaging.PixelFormat.Format24bppRgb;
Bitmap result = new Bitmap( Width, Height, fmt );
BitmapData data = result.LockBits( new Rectangle( 0, 0, Width, Height ), ImageLockMode.ReadOnly, fmt );
unsafe
{
byte* ptr;
for ( int y = 0; y < Height; y++ )
{
ptr = (byte*)data.Scan0 + y * data.Stride;
for ( int x = 0; x < Width; x++ )
{
float num = 0.44;
byte c = (byte)(255.0f * num);
ptr[0] = ptr[1] = ptr[2] = c;
ptr += 3;
}
}
}
result.UnlockBits( data );
return result;
}

Raw translation to C++/CLI, I didn't run the example so it may contains some typo. Anyway there are different ways to get the same result in C++ (because you can use the standard CRT API).
Bitmap^ Visualize ()
{
PixelFormat fmt = System::Drawing::Imaging::PixelFormat::Format24bppRgb;
Bitmap^ result = gcnew Bitmap( Width, Height, fmt );
BitmapData^ data = result->LockBits( Rectangle( 0, 0, Width, Height ), ImageLockMode::ReadOnly, fmt );
for ( int y = 0; y < Height; y++ )
{
unsigned char* ptr = reinterpret_cast<unsigned char*>((data->Scan0 + y * data->Stride).ToPointer());
for ( int x = 0; x < Width; x++ )
{
float num = 0.44f;
unsigned char c = static_cast<unsigned char>(255.0f * num);
ptr[0] = ptr[1] = ptr[2] = c;
ptr += 3;
}
}
result->UnlockBits( data );
return result;
}

You can do very similar loops using the Easy BMP library

C++ does contains nothing in reference to images or processing images. Many libraries are available for this, and the way in which you operate on the data may be different for each.
At it's most basic level, an image consists of a bunch of bytes. If you can extract just the data (i.e., not headers or other metadata) into a unsigned char[] (or some other appropriate type given the format of your image) then you can iterate through each pixel much like you have done in your C# example.

Related

VP8 C/C++ source, how to encode frames in ARGB format to frame instead of from file

I'm trying to get started with the VP8 library, I'm not building it in the standard way they tell you to, I just loaded all of the main files and the "encoder" folder into a new Visual Studio C++ DLL project, and just included the C files in an extern "C" dll export function, which so far builds fine etc., I just have no idea where to start with the C++ API to encode, say, 3 frames of ARGB data into a very basic video, just to get started
The only example I could find is in the examples folder called simple_encoder.c, although their premise is that they are loading in another file already and parsing its frames then converting it, so it seems a bit complicated, I just want to be able to pass in a byte array of a few ARGB frames and have it output a very simple VP8 video
I've seen How to encode series of images into VP8 using WebM VP8 Encoder API? (C/C++) but the accepted answer just links to the build instructions and references the general specification of the vp8 format, the closest I could find there is the example encoding parameters but I just want to do everything from C++ and I can't seem to find any other examples, besides for the default one simple_encoder.c?
Just to cite some of the relevant parts I think I understand, but still need more help on
//in int main...
...
vpx_image_t raw;
if (!vpx_img_alloc(&raw, VPX_IMG_FMT_I420, info.frame_width,
info.frame_height, 1)) {
//"Failed to allocate image." error
}
So that part I think I understand for the most part, VPX_IMG_FMT_I420 is the only part that's not made in this file itself, but its in vpx_image.h, first as
#define VPX_IMG_FMT_PLANAR
//then after...
typedef enum vpx_img_fmt {
VPX_IMG_FMT_NONE,
VPX_IMG_FMT_RGB24, /**< 24 bit per pixel packed RGB */
///some other formats....
VPX_IMG_FMT_ARGB, /**< 32 bit packed ARGB, alpha=255 */
VPX_IMG_FMT_YV12 = VPX_IMG_FMT_PLANAR | VPX_IMG_FMT_UV_FLIP | 1, /**< planar YVU */
VPX_IMG_FMT_I420 = VPX_IMG_FMT_PLANAR | 2,
} vpx_img_fmt_t; /**< alias for enum vpx_img_fmt */
So I guess part of my question is answered already just from writing this, that one of the formats is VPX_IMG_FMT_ARGB, although I don't where where it's defined, but I'm guessing in the above code I would replace it with
const VpxInterface *encoder = get_vpx_encoder_by_name("v8");
vpx_image_t raw;
VpxVideoInfo info = { 0, 0, 0, { 0, 0 } };
info.frame_width = 1920;
info.frame_height = 1080;
info.codec_fourcc = encoder->fourcc;
info.time_base.numerator = 1;
info.time_base.denominator = 24;
bool didIt = vpx_img_alloc(&raw, VPX_IMG_FMT_ARGB,
info.frame_width, info.frame_height/*example width and height*/, 1)
//check didIt..
vpx_codec_enc_cfg_t cfg;
vpx_codec_ctx_t codec;
vpx_codec_err_t res;
res = vpx_codec_enc_config_default(encoder->codec_interface(), &cfg, 0);
//check if !res for error
cfg.g_w = info.frame_width;
cfg.g_h = info.frame_height;
cfg.g_timebase.num = info.time_base.numerator;
cfg.g_timebase.den = info.time_base.denominator;
cfg.rc_target_bitrate = 200;
VpxVideoWriter *writer = NULL;
writer = vpx_video_writer_open(outfile_arg, kContainerIVF, &info);
//check if !writer for error
bool startIt = vpx_codec_enc_init(&codec, encoder->codec_interface(), &cfg, 0);
//not even sure where codec was set actually..
//check !startIt for error starting
//now the next part in the original is where it reads from the input file, but instead
//I need to pass in an array of some ARGB byte arrays..
//thing is, in the next step they use a while loop for
//vpx_img_read(&raw, fopen("path/to/YV12formatVideo", "rb"))
//to set the contents of the raw vpx image allocated earlier, then
//they call another program that writes it to the writer object,
//but I don't know how to read the actual ARGB data directly into the raw image
//without using fopen, so that's one question (review at end)
//so I'll just put a placeholder here for the **question**
//assuming I have an array of byte arrays stored individually
//for simplicity sake
int size = 1920 * 1080 * 4;
uint8_t imgOne[size] = {/*some big byte array*/};
uint8_t imgTwo[size] = {/*some big byte array*/};
uint8_t imgThree[size] = {/*some big byte array*/};
uint8_t *images[] = {imgOne, imgTwo, imgThree};
int framesDone = 0;
int maxFrames = 3;
//so now I can replace the while loop with a filler function
//until I find out how to set the raw image with ARGB data
while(framesDone < maxFrames) {
magicalFunctionToSetARGBOfRawImage(&raw, images[framesDone]);
encode_frame(&codec, &raw, framesDone, 0, writer);
framesDone++;
}
//now apparently it needs to be flushed after
while(encode_frame(&codec, 0, -1, 0, writer)){}
vpx_img_free(&raw);
bool isDestroyed = vpx_codec_destroy(&codec);
//check if !isDestroyed for error
//now we gotta define the encode_Frames function, but simpler
//(and make it above other function for reference purposes
//or in header
static int encode_frame(
vpx_codex_ctx_t *coydek,
vpx_image_t pic,
int currentFrame,
int flags,
VpxVideoWriter *koysayv/*writer*/
) {
//now to substitute their encodeFrame function for
//the actual raw calls to simplify things
const DidIt = vpx_codec_encode(
coydek,
pic,
currentFrame,
1,//duration I think
flags,//whatever that is
VPX_DL_REALTIME//different than simlpe_encoder
);
if(!DidIt) return;//error here
vpx_codec_iter_t iter = 0;
const vpx_codec_cx_pkt_t *pkt = 0;
int gotThings = 0;
while(
(pkt = vpx_codec_get_cx_data(
coydek,
&iter
)) != 0
) {
gotThings = 1;
if(
pkt->kind
== VPX_CODEC_CX_FRAME_PKT //don't exactly
//understand this part
) {
const
int
keyframe = (
pkt
->
data
.frame
.flags
&
VPX_FRAME_IS_KEY
) != 0; //don'texactly understand the
//& operator here or how it gets the keyframe
bool wroteFrame = vpx_video_writer_write_frame(
koysayv,
pkt->data.frame.buf
//I'm guessing this is the encoded
//frame data
,
pkt->data.frame.sz,
pkt->data.frame.pts
);
if(!wroteFrame) return; //error
}
}
return gotThings;
}
Thing is though, I don't know how to actually read the
ARGB data into the RAW image buffer itself, as mentioned
above, in the original example, they use
vpx_img_read(&raw, fopen("path/to/file", "rb"))
but if I'm starting off with the byte arrays themselves
then what function do I use for that instead of the file?
I have a feeling it can be solved by the source code for the vpx_img_read found in tools_common.c function:
int vpx_img_read(vpx_image_t *img, FILE *file) {
int plane;
for (plane = 0; plane < 3; ++plane) {
unsigned char *buf = img->planes[plane];
const int stride = img->stride[plane];
const int w = vpx_img_plane_width(img, plane) *
((img->fmt & VPX_IMG_FMT_HIGHBITDEPTH) ? 2 : 1);
const int h = vpx_img_plane_height(img, plane);
int y;
for (y = 0; y < h; ++y) {
if (fread(buf, 1, w, file) != (size_t)w) return 0;
buf += stride;
}
}
return 1;
}
although I personally am not experienced enough to necessarily know how to get a single frames ARGB data in, I think the key part is fread(buf, 1, w, file) which seems to read parts of file into buf which represents img->planes[plane];, which I think then by reading into buf that automatically reads into img->planes[plane];, but I'm not sure if that is the case, and also not sure how to replace the fread from file to just take in a bye array that is alreasy loaded into memory...
VPX_IMG_FMT_ARGB is not defined because not supported by libvpx (as far as I have seen). To compress an image using this library, you must first convert it to one of the supported format, like I420 (VPX_IMG_FMT_I420). The code here (not mine) : https://gist.github.com/racerxdl/8164330 do it well for the RGB format. If you don't want to use libswscale to make the conversion from RGB to I420, you can do things like this (this code convert a RGBA array of bytes to a I420 vpx_image that can be use by libvpx):
unsigned int tx = <width of your image>
unsigned int ty = <height of your image>
unsigned char *image = <array of bytes : RGBARGBA... of size ty*tx*4>
vpx_image_t *imageVpx = <result that must have been properly initialized by libvpx>
imageVpx->stride[VPX_PLANE_U ] = tx/2;
imageVpx->stride[VPX_PLANE_V ] = tx/2;
imageVpx->stride[VPX_PLANE_Y ] = tx;
imageVpx->stride[VPX_PLANE_ALPHA] = tx;
imageVpx->planes[VPX_PLANE_U ] = new unsigned char[ty*tx/4];
imageVpx->planes[VPX_PLANE_V ] = new unsigned char[ty*tx/4];
imageVpx->planes[VPX_PLANE_Y ] = new unsigned char[ty*tx ];
imageVpx->planes[VPX_PLANE_ALPHA] = new unsigned char[ty*tx ];
unsigned char *planeY = imageVpx->planes[VPX_PLANE_Y ];
unsigned char *planeU = imageVpx->planes[VPX_PLANE_U ];
unsigned char *planeV = imageVpx->planes[VPX_PLANE_V ];
unsigned char *planeA = imageVpx->planes[VPX_PLANE_ALPHA];
for (unsigned int y=0; y<ty; y++)
{
if (!(y % 2))
{
for (unsigned int x=0; x<tx; x+=2)
{
int r = *image++;
int g = *image++;
int b = *image++;
int a = *image++;
*planeY++ = max(0, min(255, (( 66*r + 129*g + 25*b) >> 8) + 16));
*planeU++ = max(0, min(255, ((-38*r + -74*g + 112*b) >> 8) + 128));
*planeV++ = max(0, min(255, ((112*r + -94*g + -18*b) >> 8) + 128));
*planeA++ = a;
r = *image++;
g = *image++;
b = *image++;
a = *image++;
*planeA++ = a;
*planeY++ = max(0, min(255, ((66*r + 129*g + 25*b) >> 8) + 16));
}
}
else
{
for (unsigned int x=0; x<tx; x++)
{
int const r = *image++;
int const g = *image++;
int const b = *image++;
int const a = *image++;
*planeA++ = a;
*planeY++ = max(0, min(255, ((66*r + 129*g + 25*b) >> 8) + 16));
}
}
}

AccessVioilationException using BitmapData in c++

Below is my program. I am trying to apply grayscale filter using bitmapdata class in visual c++. I am getting AccessViolationException at 11, tagged by the comment. I have tried using CLR:Safe and CLR:pure but no use. In c# this would be solved by using unsafe block. Any suggestions? None of the other solutions on related questions worked.
Bitmap^ bmp = gcnew Bitmap(pictureBox1->Image);
BitmapData^ data = bmp->LockBits(Rectangle(0,0,bmp->Width,bmp->Height), ImageLockMode::ReadWrite, PixelFormat::Format24bppRgb);
int blue=0, green=0, red=0;
System::IntPtr s = data->Scan0;
int* P = (int*)(void*)s;
for (int i =0; i<bmp->Height;i++)
{
for (int j = 0; j < bmp->Width*3; j++)
{
blue = (int)P[0]; //access violation exception
green =(int )P[1];
red = (int)P[2];
int avg = (int)((blue + green + red) / 3);
P[0] = avg;
P[1] = avg;
P[2] = avg;
P +=3;
}
}
bmp->UnlockBits(data);
pictureBox1->Image = bmp;
You are using an int* when you should be using a byte*. Your pixels are three bytes each, one byte per channel. Your int is (likely) 4 bytes, so p[0] returns an entire pixel plus on byte past it. This is why you get an access violation; you are overrunning the bounds of the image buffer.
When you increment a pointer, you are adding sizeof *p bytes to it. In this case, P += 3 increments the pointer P by 12 bytes. Much too much, and you'll never be able to read a single pixel (or channel) of a 24bpp image with an int*. You are also assuming that your stride is Width * 3, which may or may not be correct (bitmaps are 4 byte aligned.)
Byte* base = (Byte*)data->Scan0;
int stride = data->Stride;
for(int y = 0; y < data->Height; ++y) {
Byte* src = base + y * stride;
for(int x = 0; x < data->Width; ++x, src += 3) {
// bitmaps are stored in BGR order (though not really important here).
// I'm assuming a 24bpp bitmap.
Byte b = src[0];
Byte g = src[1];
Byte r = src[2];
int average = (r + g + b) / 3;
src[0] = src[1] = src[2] = (Byte)average;
}
}

Program crashes when calling new operator (C++)

I'm working my way through some tutorials I found on creating an ASCII game engine in C and writing my program in C++ to practice. I'm currently working on some stuff with allocating image data on the heap in the form of an Image struct (containing an int width, int height, and two char pointers to locations on the heap holding arrays of chars [width * height] in size)... however, I'm having some problems calling the new operator. The function where I'm allocating the memory for the struct itself, as well as its character and colour data, looks like this:
Image *allocateImage(int width, int height) {
Image *image;
image = new Image;
if (image == NULL)
return NULL;
image->width = width;
image->height = height;
image->chars = new CHAR[width * height];
image->colours = new COL[width * height];
//image->colours = (CHAR*) PtrAdd(image->chars, sizeof(CHAR) + width * height);
for (int i = 0; i < width * height; ++i) { //initializes transparent image
*(&image->chars + i) = 0;
*(&image->colours + i) = 0;
}
return image;
}
The main function itself (where this function is called twice) looks like this:
int main() {
int x, y, offsetx, offsety;
DWORD i;
srand(time(0));
bool write = FALSE;
INPUT_RECORD *eventBuffer;
COLORREF palette[16] =
{
0x00000000, 0x00800000, 0x00008000, 0x00808000,
0x00000080, 0x00800080, 0x00008080, 0x00c0c0c0,
0x00808080, 0x00ff0000, 0x0000ff00, 0x00ffff00,
0x000000ff, 0x00ff00ff, 0x0000ffff, 0x00ffffff
};
COORD bufferSize = {WIDTH, HEIGHT};
DWORD num_events_read = 0;
SMALL_RECT windowSize = {0, 0, WIDTH - 1, HEIGHT - 1};
COORD characterBufferSize = {WIDTH, HEIGHT};
COORD characterPosition = {0, 0};
SMALL_RECT consoleWriteArea = {0, 0, WIDTH - 1, HEIGHT - 1};
wHnd = GetStdHandle(STD_OUTPUT_HANDLE);
rHnd = GetStdHandle(STD_INPUT_HANDLE);
SetConsoleTitle("Title!");
SetConsolePalette(palette, 8, 8, L"Sunkure Font");
SetConsoleScreenBufferSize(wHnd, bufferSize);
SetConsoleWindowInfo(wHnd, TRUE, &windowSize);
for (y = 0; y < HEIGHT; ++y) {
for (x = 0; x < WIDTH; ++x) {
consoleBuffer[x + WIDTH * y].Char.AsciiChar = (unsigned char)219;
consoleBuffer[x + WIDTH * y].Attributes = FOREGROUND_BLUE;
}
}
write = TRUE;
Image *sun_image = allocateImage(SUNW, SUNH);
Image *cloud_image = allocateImage(CLOUDW, CLOUDH);
setImage(sun_image, SUN.chars, SUN.colors);
setImage(cloud_image, Cloud.chars, Cloud.colours);
I can post more code if anyone feels it's necessary, but the program only reaches this point - in fact, a little before, as it crashes on the second call to allocateImage, at the point in the function where the new operator is called. The program has been working just fine until this point - the only recent additions have been the functions for allocation of image data on the heap (for creation of images with variable sizes) as well as deallocation (which isn't reached by this program). Since the program I'm learning from is written in C this is one place where looking at the source code won't help me, and Google's been not much help either. Can anyone point me to what's going wrong?
These lines
*(&image->chars + i) = 0;
*(&image->colours + i) = 0;
are dubious because image is already a pointer. A pointer to a pointer doesn't make sense here. Simply remove the &.
Since your actual code writes to Joe Random Address anything can happen. So it is not unusual that you thwart the memory subsystem and hence the next new call.

reading TGA files in OpenGl to create a 3d ouse

I have a TGA file and a library that allready has everything that I need to read TGA and use them.
This class has a method called pixels(), that returns a pointer that is pointed to the memory area where pixel are stored as RGBRGBRGB...
My question is, how can I take the pixel value?
Cause if I make something like this:
img.load("foo.tga");
printf ("%i", img.pixels());
It gives back to me what is proprably the address.
I've found this code on this site:
struct Pixel2d
{
static const int SIZE = 50;
unsigned char& operator()( int nCol, int nRow, int RGB)
{
return pixels[ ( nCol* SIZE + nRow) * 3 + RGB];
}
unsigned char pixels[SIZE * SIZE * 3 ];
};
int main()
{
Pixel2d p2darray;
glReadPixels(50,50, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &p.pixels);
for( int i = 0; i < Pixel2d::SIZE ; ++i )
{
for( int j = 0; j < Pixel2d::SIZE ; ++j )
{
unsigned char rpixel = p2darray(i , j , 0);
unsigned char gpixel = p2darray(i , j , 1);
unsigned char bpixel = p2darray(i , j , 2);
}
}
}
I think that It can work great for me, but how can I tell the program to read from my img?
Tga supports different pixel depths. And we don't know what library you're using. But generally speaking pixels() should return a pointer to a buffer containing pixels. Say for sake of argument it unpacks the pixels into 8-bit per channel subpixels, then each pixel is represented by 3 bytes.
So to access a pixel at a given offset in the buffer:
const u8* pixelBuffer = img.pixels():
u8 red = pixelBuffer[(offset*3)+0];
u8 green = pixelBuffer[(offset*3)+1];
u8 blue = pixelBuffer[(offset*3)+2];
If you know the width of the image buffer then you can get a pixel by its x and y coordinates:
u8 red = pixelBuffer[((x+(y*width))*3)+0];

Create CImage from Byte array

I need to create a CImage from a byte array (actually, its an array of unsigned char, but I can cast to whatever form is necessary). The byte array is in the form "RGBRGBRGB...". The new image needs to contain a copy of the image bytes, rather than using the memory of the byte array itself.
I have tried many different ways of achieving this -- including going through various HBITMAP creation functions, trying to use BitBlt -- and nothing so far has worked.
To test whether the function works, it should pass this test:
BYTE* imgBits;
int width;
int height;
int Bpp; // BYTES per pixel (e.g. 3)
getImage(&imgBits, &width, &height, &Bpp); // get the image bits
// This is the magic function I need!!!
CImage img = createCImage(imgBits, width, height, Bpp);
// Test the image
BYTE* data = img.GetBits(); // data should now have the same data as imgBits
All implementations of createCImage() so far have ended up with data pointing to an empty (zero filled) array.
CImage supports DIBs quite neatly and has a SetPixel() method so you could presumably do something like this (uncompiled, untested code ahead!):
CImage img;
img.Create(width, height, 24 /* bpp */, 0 /* No alpha channel */);
int nPixel = 0;
for(int row = 0; row < height; row++)
{
for(int col = 0; col < width; col++)
{
BYTE r = imgBits[nPixel++];
BYTE g = imgBits[nPixel++];
BYTE b = imgBits[nPixel++];
img.SetPixel(row, col, RGB(r, g, b));
}
}
Maybe not the most efficient method but I should think it is the simplest approach.
Use memcpy to copy the data, then SetDIBits or SetDIBitsToDevice depending on what you need to do. Take care though, the scanlines of the raw image data are aligned on 4-byte boundaries (IIRC, it's been a few years since I did this) so the data you get back from GetDIBits will never be exactly the same as the original data (well it might, depending on the image size).
So most likely you will need to memcpy scanline by scanline.
Thanks everyone, I managed to solve it in the end with your help. It mainly involved #tinman and #Roel's suggestion to use SetDIBitsToDevice(), but it involved a bit of extra bit-twiddling and memory management, so I thought I'd share my end-point here.
In the code below, I assume that width, height and Bpp (Bytes per pixel) are set, and that data is a pointer to the array of RGB pixel values.
// Create the header info
bmInfohdr.biSize = sizeof(BITMAPINFOHEADER);
bmInfohdr.biWidth = width;
bmInfohdr.biHeight = -height;
bmInfohdr.biPlanes = 1;
bmInfohdr.biBitCount = Bpp*8;
bmInfohdr.biCompression = BI_RGB;
bmInfohdr.biSizeImage = width*height*Bpp;
bmInfohdr.biXPelsPerMeter = 0;
bmInfohdr.biYPelsPerMeter = 0;
bmInfohdr.biClrUsed = 0;
bmInfohdr.biClrImportant = 0;
BITMAPINFO bmInfo;
bmInfo.bmiHeader = bmInfohdr;
bmInfo.bmiColors[0].rgbBlue=255;
// Allocate some memory and some pointers
unsigned char * p24Img = new unsigned char[width*height*3];
BYTE *pTemp,*ptr;
pTemp=(BYTE*)data;
ptr=p24Img;
// Convert image from RGB to BGR
for (DWORD index = 0; index < width*height ; index++)
{
unsigned char r = *(pTemp++);
unsigned char g = *(pTemp++);
unsigned char b = *(pTemp++);
*(ptr++) = b;
*(ptr++) = g;
*(ptr++) = r;
}
// Create the CImage
CImage im;
im.Create(width, height, 24, NULL);
HDC dc = im.GetDC();
SetDIBitsToDevice(dc, 0,0,width,height,0,0, 0, height, p24Img, &bmInfo, DIB_RGB_COLORS);
im.ReleaseDC();
delete[] p24Img;
Here is a simpler solution. You can use GetPixelAddress(...) instead of all this BITMAPHEADERINFO and SedDIBitsToDevice. Another problem I have solved was with 8-bit images, which need to have the color table defined.
CImage outImage;
outImage.Create(width, height, channelCount * 8);
int lineSize = width * channelCount;
if (channelCount == 1)
{
// Define the color table
RGBQUAD* tab = new RGBQUAD[256];
for (int i = 0; i < 256; ++i)
{
tab[i].rgbRed = i;
tab[i].rgbGreen = i;
tab[i].rgbBlue = i;
tab[i].rgbReserved = 0;
}
outImage.SetColorTable(0, 256, tab);
delete[] tab;
}
// Copy pixel values
// Warining: does not convert from RGB to BGR
for ( int i = 0; i < height; i++ )
{
void* dst = outImage.GetPixelAddress(0, i);
const void* src = /* put the pointer to the i'th source row here */;
memcpy(dst, src, lineSize);
}