Drawing on 8bpp grayscale bitmap (unmanaged C++) - c++

I've been attempting to draw on an 8bpp grayscale bitmap without success. Here are some of my attempts. Maybe someone can point out what I'm doing wrong.
===================================================
Attempt 1: Create, select, and draw:
In constructor:
CBitmap bm;
bm.CreateBitmap (200, 200, 1, 8, NULL);
In OnDraw:
CDC *mdc=new CDC ();
HGDIOBJ tmp = mdc->SelectObject(bm);
Result: tmp is NULL, indicating failure.
===================================================
Attempt 2: CreateDIBSection
In constructor:
HBITMAP hbm;
BITMAPINFOHEADER bih;
BITMAPINFO bi;
HANDLE hb;
CDC* myDc = new CDC ();
HDC hdc = myDc->GetSafeHdc ();
void* bits;
RGBQUAD rq [256];
initBi ();
hbm = CreateDIBSection (hdc, &bi, DIB_RGB_COLORS, &bits, NULL, 0);
...
void CEightBitDrawingView::initBi()
{
bih.biSize = sizeof (BITMAPINFOHEADER);
bih.biWidth = 200;
bih.biHeight = -200;
bih.biPlanes = 1;
bih.biBitCount = 8;
bih.biCompression = BI_RGB;
bih.biSizeImage = 0;
bih.biXPelsPerMeter = 14173;
bih.biYPelsPerMeter = 14173;
bih.biClrUsed = 0;
bih.biClrImportant = 0;
memset ((void *) rq, 0, 256 * sizeof (RGBQUAD));
bi.bmiHeader = bih;
bi.bmiColors = rq;
}
Result: This doesn't even compile because the BITMAPINFO bmiColors member is defined as:
RGBQUAD bmiColors[1];
so won't accept more than one RGB color. In fact, nothing I assign to this member compiles! (Could they possibly make it any more complex!?)
Any suggestions would be appreciated! Thanks!
===================================================

Here. Code that demonstrates how to - in a not managed world - allocate a dynamically sized structure on the stack, fill it in and pass it to CreateDIBSection.
#include <malloc.h>
HBITMAP CreateGreyscaleBitmap(int cx, int cy)
{
BITMAPINFO* pbmi = (BITMAPINFO*)alloca( sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD)*256);
pbmi->bmiHeader.biSize = sizeof (pbmi->bmiHeader);
pbmi->bmiHeader.biWidth = cx;
pbmi->bmiHeader.biHeight = cy;
pbmi->bmiHeader.biPlanes = 1;
pbmi->bmiHeader.biBitCount = 8;
pbmi->bmiHeader.biCompression = BI_RGB;
pbmi->bmiHeader.biSizeImage = 0;
pbmi->bmiHeader.biXPelsPerMeter = 14173;
pbmi->bmiHeader.biYPelsPerMeter = 14173;
pbmi->bmiHeader.biClrUsed = 0;
pbmi->bmiHeader.biClrImportant = 0;
for(int i=0; i<256; i++)
{
pbmi->bmiColors[i].rgbRed = i;
pbmi->bmiColors[i].rgbGreen = i;
pbmi->bmiColors[i].rgbBlue = i;
pbmi->bmiColors[i].rgbReserved = 0;
}
PVOID pv;
return CreateDIBSection(NULL,pbmi,DIB_RGB_COLORS,&pv,NULL,0);
}

In both your examples, you created a new CDC with the following line:
CDC* pDC = new CDC();
But there's something missing: This will just create a new CDC object, but without a valid HDC handle attached to it. You need to call CDC::CreateCompatibleDC first, otherwise trying to select any object into this DC will fail.
Regarding the bmiColors: This member is defined as 1 sized array because the data behind it depends on the color depth and type of bitmap. This is documented in the MSDN. For example, if you had a 128x128 pixels 8Bit Bitmap, you would have to allocate the following amount of mem:
128 * 128 * sizeof(WORD) + sizeof(BITMAPINFOHEADER)

I finally resorted to using a .NET graphics tool (Aurigma) to create an 8bpp bitmap, and passed its handle to the unmanaged C++.
Then in C++:
HDC memDc = CreateCompatibleDC (NULL);
HGDIOBJ Obmp = ::SelectObject(memDc, varLayer); // Handle to 8-bit bitmap.
I was able to select the bitmap into a CDC and draw on it. Not 100% unmanaged, but this allowed me to do the drawing in unmanaged code, which gives acceptable speed.

Your bitmap needs to be compatible (same color-depth) as the display context you're going to render it on. Also, 8-bits/pixel bitmaps aren't necessarily grayscale - that's a function of what palette you're using.

Related

How to Render a Bitmap from BITMAPINFOHEADER and BYTE using Direct2D

I am trying to create a C++ application which actually captures the bitmap from magnifier and render it using Direct 2d.
I am currently having the code to save the bitmap from magnifier to a file. but what I need is to do is to draw that bitmap to my window using direct 2d instead of saving it to file.
The magnifier returns image as struct in the form of MAGIMAGEHEADER and I was able to obtain BITMAPINFOHEADER and byte from it. I need to render it to a window using direct 2D.
Here is the code used to obtain the BITMAPINFOHEADER and bytes from Magnifier API
BOOL MagImageScaling(HWND hwnd, void *srcdata, MAGIMAGEHEADER srcheader, void *destdata, MAGIMAGEHEADER destheader,RECT unclipped, RECT clipped, HRGN dirty)
{
// Setup the bitmap info header
bmif.biSize = sizeof(BITMAPINFOHEADER);
bmif.biHeight = srcheader.height;
bmif.biWidth = srcheader.width;
bmif.biSizeImage = srcheader.cbSize;
bmif.biPlanes = 1;
bmif.biBitCount = (WORD)(bmif.biSizeImage / bmif.biHeight / bmif.biWidth * 8);
bmif.biCompression = BI_RGB;
// Prepare the buffer
if (pData != NULL)
{
delete pData;
pData = NULL;
}
pData = (BYTE*)malloc(bmif.biSizeImage);
memcpy(pData, srcdata, bmif.biSizeImage);
// The data bit is in top->bottom order, so we convert it to bottom->top order
LONG lineSize = bmif.biWidth * bmif.biBitCount / 8;
BYTE* pLineData = new BYTE[lineSize];
BYTE* pStart;
BYTE* pEnd;
LONG lineStart = 0;
LONG lineEnd = bmif.biHeight - 1;
while (lineStart < lineEnd)
{
// Get the address of the swap line
pStart = pData + (lineStart * lineSize);
pEnd = pData + (lineEnd * lineSize);
// Swap the top with the bottom
memcpy(pLineData, pStart, lineSize);
memcpy(pStart, pEnd, lineSize);
memcpy(pEnd, pLineData, lineSize);
// Adjust the line index
lineStart++;
lineEnd--;
}
delete pLineData;
// Set the flag to say that the callback function is finished
bCallbacked = TRUE;
return TRUE;
}
Here the variable bmif is BITMAPINFOHEADER and pData is the Bytes
Is there any way to achieve this?
if you have the HBITMAP handle, you can do this:
The the size of your image using: ::GetObject(hBmp, sizeof(BITMAP), &bmpSizeInfo);
fill a BITMAPINFO like this:
memset(&bmpData, 0, sizeof(BITMAPINFO));
bmpData.bmiHeader.biSize = sizeof(bmpData.bmiHeader);
bmpData.bmiHeader.biHeight = -bmpSizeInfo.bmHeight;
bmpData.bmiHeader.biWidth = bmpSizeInfo.bmWidth;
bmpData.bmiHeader.biPlanes = bmpSizeInfo.bmPlanes;
bmpData.bmiHeader.biBitCount = bmpSizeInfo.bmBitsPixel;
create enough heap memory to hold the data for your bitmap:
pBuff = new char[bmpSizeInfo.bmWidth * bmpSizeInfo.bmHeight * 4];
Get the bitmap data like this:
::GetDIBits(hDc, hBmp, 0, bmpSizeInfo.bmHeight, (void*)pBuff, &bmpData, DIB_RGB_COLORS);
Create a D2D1_BITMAP_PROPERTIES and fill it like this:
bmpPorp.dpiX = 0.0f;
bmpPorp.dpiY = 0.0f;
bmpPorp.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
bmpPorp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
Using your render target turn the data into ID2D1Bitmap
pRT->CreateBitmap(bmpSize, pBuff, 4 * bmpSizeInfo.bmWidth, bmpPorp, &pBmpFromH);
Here is how you can use mag's bitmap with Direct2D. You don't need BITMAPINFOHEADER since mag format is the same as DXGI_FORMAT_B8G8R8A8_UNORM:
BOOL MagImageScaling(HWND hwnd, void* srcdata, MAGIMAGEHEADER srcheader, void* destdata, MAGIMAGEHEADER destheader, RECT unclipped, RECT clipped, HRGN dirty)
{
// note: all this (dc, surface, targte) can be created only once as long as the D3D device isn't reset
ComPtr<ID2D1DeviceContext> dc;
HR(d2Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, dc.GetAddressOf()));
ComPtr<IDXGISurface2> surface;
HR(swapChain->GetBuffer(0, IID_PPV_ARGS(&surface)));
ComPtr<ID2D1Bitmap1> target;
HR(dc->CreateBitmapFromDxgiSurface(surface.Get(), NULL, target.GetAddressOf()));
dc->SetTarget(target.Get());
D2D1_BITMAP_PROPERTIES properties = {};
properties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
// note: this is ok as srcheader.format (GUID_WICPixelFormat32bppRGBA) is compatible
properties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
D2D1_SIZE_U size = {};
size.width = srcheader.width;
size.height = srcheader.height;
ComPtr<ID2D1Bitmap> bitmap;
HR(dc->CreateBitmap(size, properties, bitmap.GetAddressOf()));
HR(bitmap->CopyFromMemory(NULL, srcdata, srcheader.stride));
dc->BeginDraw();
// note: we don't call this because we draw on the whole render target
//dc->Clear();
dc->DrawBitmap(bitmap.Get());
HR(dc->EndDraw());
HR(swapChain->Present(1, 0));
return TRUE;
}

CreateDIBSection() failed - how to diagnose

I have a call to CreateDIBSection() which is returning 0. The documentation says that this means that "One or more of the input parameters is invalid" but there is no indication of which parameter is invalid.
I had a look that this SO question in which the question ends with "after CreateDIBSection I found the error code is 8, no enough resource" - this confused me - there is no mention of any error codes in the documentation. How did the the poster get this extra information?
EDIT: As requested, here is my code - I must apologise it is not complete - it is part of a huge program, and making a minimal winapi program is not trivial.
HDC hdcTemp;
BYTE* bitPointer;
hdcTemp = CreateCompatibleDC(hdc_desktop);
my_printf("GetDeviceCaps(hdcTemp,BITSPIXEL) = %d\n",GetDeviceCaps(hdcTemp,BITSPIXEL)); // this prints "32"
static BITMAPINFO bitmap;
bitmap.bmiHeader.biSize = sizeof(bitmap.bmiHeader);
bitmap.bmiHeader.biWidth = 280;
bitmap.bmiHeader.biHeight = height_to_check;
bitmap.bmiHeader.biPlanes = 1;
bitmap.bmiHeader.biBitCount = 32;
bitmap.bmiHeader.biCompression = BI_RGB;
bitmap.bmiHeader.biSizeImage = 280 * 4 * height_to_check;
bitmap.bmiHeader.biClrUsed = 0;
bitmap.bmiHeader.biClrImportant = 0;
HBITMAP hBitmap2 = CreateDIBSection(hdcTemp, &bitmap, DIB_RGB_COLORS, (void**)(&bitPointer), NULL, NULL);
change to
BYTE* bitPointer;
HDC hdcScreen = GetDC(NULL);
static BITMAPINFO bitmap;
bitmap.bmiHeader.biSize = sizeof(bitmap.bmiHeader);
bitmap.bmiHeader.biWidth = 280;
bitmap.bmiHeader.biHeight = height_to_check;
bitmap.bmiHeader.biPlanes = 1;
bitmap.bmiHeader.biBitCount = 32;
bitmap.bmiHeader.biCompression = BI_RGB;
bitmap.bmiHeader.biSizeImage = 280 * 4 * height_to_check;
bitmap.bmiHeader.biClrUsed = 0;
bitmap.bmiHeader.biClrImportant = 0;
HBITMAP hBitmap2 = CreateDIBSection(hdcScreen, &bitmap, DIB_RGB_COLORS, (void**)(&bitPointer), NULL, NULL);
ReleaseDC(NULL, hdcScreen);
i.e. don't pass an HDC returned from CreateCompatibleDC to CreateDIBSection; use the device context of the screen.
Calling CreateCompatibleDC creates the device context with a 1x1 monochrome bitmap associated with it no matter what HDC you passed in so when you create a bitmap or DIB section compatible to that HDC Win32 tries to be compatible with the monochrome bitmap which you dont want.
At present, MSDN points out that "one or more input parameters are invalid" is reasonable. Tests show that if the bitmap size is too large or the input value is invalid, such as zero, NULL will be returned.

How to make 8-bit bitmap appear as monochrome in C++?

When I set up and create a 24-bit bitmap like this:
//fileheader
BITMAPFILEHEADER* bf = new BITMAPFILEHEADER;
bf->bfType = 0x4d42;
bf->bfSize = 6054400 + 54;
bf->bfOffBits = 54;
//infoheader
BITMAPINFOHEADER* bi = new BITMAPINFOHEADER;
bi->biSize = 40;
bi->biWidth = 2752;
bi->biHeight = -733;
bi->biPlanes = 1;
bi->biBitCount = 24;
bi->biCompression = 0;
//bi->biSizeImage = 6054400;
bi->biXPelsPerMeter = 2835;
bi->biYPelsPerMeter = 2835;
bi->biClrUsed = 0;
bi->biClrImportant = 0;
pFrame->GetImage(m_imageData);
//
//create bitmap...
//(hbit is a global variable)
BITMAPINFO* bmi;
bmi = (BITMAPINFO*)bi;
HDC hdc = ::GetDC(NULL);
hbit = CreateDIBitmap(hdc, bi, CBM_INIT, m_imageData, bmi, DIB_RGB_COLORS);
I get an output image like this:
But when I change bitcount from 24 to 8 (which also allows for 3x image size, allowing me to go from 733 width to the image's natural width of 2200), I get an image like this (along with a lot of instability):
My output looks like this:
BITMAP* bi = new BITMAP;
CBitmap bmp;
bmp.Attach(hbit);
CClientDC dc(pWnd);
CDC bmDC;
bmDC.CreateCompatibleDC(&dc);
CBitmap *pOldbmp = bmDC.SelectObject(&bmp);
bmp.GetBitmap(bi);
dc.BitBlt(384,26,bi->bmWidth/3,bi->bmHeight,&bmDC,0,0,SRCCOPY);
//note: if bitcount is 8, height and width need to be /3,
//if 24, only width gets /3
bmDC.SelectObject(pOldbmp);
//explicitly delete everything just to be safe
delete bi;
DeleteObject(bmp);
DeleteObject(dc);
DeleteObject(pOldbmp);
DeleteObject(bmDC);
So my questions are:
Why is this happening when I switch from 24 to 8?
Is there an easy way to output the image as monochrome rather than color?
One last thing:
My coworker wrote this function a long time ago for a similar issue, but he said I may be able to use it. I can't get it to work, unfortunately:
void CopyMono8ToBgrx(byte* pDestBlue, byte* pDestGreen, byte *pDestRed, byte* pDestAlpha)
{
byte* pSrc;
byte* pSrcEnd;
pSrc = ( byte* ) m_imageData;
pSrcEnd = pSrc + ( 2752*2200 );
while ( pSrc < pSrcEnd )
{
byte data = *pSrc;
*pDestBlue = data;
*pDestGreen = data;
*pDestRed = data;
*pDestAlpha = 255; // alpha is always 255 (fully opaque)
pSrc++;
pDestBlue += 4;
pDestGreen += 4;
pDestRed += 4;
pDestAlpha += 4;
}
}
You should create a color pallete. Try this:
struct BITMAPINFO256 {
BITMAPINFOHEADER bmiHeader;
RGBQUAD bmiColors[256];
} bmi;
memset(&bmi, 0, sizeof(BITMAPINFO256));
bmi.bmiHeader.biSize = 40;
bmi.bmiHeader.biWidth = 2752;
bmi.bmiHeader.biHeight = -733;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 8;
bmi.bmiHeader.biCompression = 0;
bmi.bmiHeader.biXPelsPerMeter = 2835;
bmi.bmiHeader.biYPelsPerMeter = 2835;
bmi.bmiHeader.biClrUsed = 256;
bmi.bmiHeader.biClrImportant = 0;
for (unsigned int i = 0; i < 256; i++) {
bmi.bmiColors[i].rgbRed = i;
bmi.bmiColors[i].rgbGreen = i;
bmi.bmiColors[i].rgbBlue = i;
}
And then when you call CreateDIBitmap it will become:
hbit = CreateDIBitmap(hdc, &bmi.bmiHeader, CBM_INIT, m_imageData, (BITMAPINFO*)&bmi, DIB_RGB_COLORS);
Also note that you should be careful to also increase the offset in your BITMAPFILEHEADER so that it it expresses that there is color pallete defined before the actual pixels data (yesterday I was having hard time because of this, see Creating 8bpp bitmap with GDI and saving it as a file):
bf->bfOffBits = 54 + sizeof(RGBQUAD)*256;
And to that function that your coworker wrote: It's better to use Luminance to convert colors to gray-scale equivalents:
Hope this helps :)
8 bit per pixel images are assuming a color palette following BITMAPINFOHEADER structure (see BITMAPINFO::bmiColors). If you make the palette to be 256 gray shades, the image is going to me 8 bpp grayscale. Now it's color with random colors on it.
The function CopyMono8ToBgrx you quoted creates full color bitmap, with gray individual pixels (R=G=B).

Monochrome Bitmap C++ GDIPlus

I'm currently having issues displaying a monochrome bitmap to my form. I belive that somehow I am setting up my bitmap incorrectly, but I can't see where that would be at the moment. All I have to do to "fix" this issue is set the biBitCount to 24, but then when I call DWORD d = GetCharacterPlacementA latter on I'm seeing corrupted memory latter on. So I'm trying to keep my original desire for a monochrome bitmap and not leak memory.
Currently I'm storing my bitmap information in the standard variables:
BITMAPINFO bi24BitInfo;
HDC hMemoryDC;
HBITMAP hMemoryBitmap;
HGDIOBJ hDefaultBitmap;
HBITMAP hGdiBitmap;
This is how I am setting up the bitmap:
hMemoryDC = CreateCompatibleDC(NULL);
bi24BitInfo.bmiHeader.biSize = sizeof(bi24BitInfo.bmiHeader); // size of this struct
bi24BitInfo.bmiHeader.biWidth = 600;//sizeRect.cx; // width of window
bi24BitInfo.bmiHeader.biHeight = 600;//sizeRect.cy; // height of window
bi24BitInfo.bmiHeader.biPlanes = 1;
bi24BitInfo.bmiHeader.biBitCount = 1; // monochrome // rgb 8 bytes for each component(3)
bi24BitInfo.bmiHeader.biCompression = BI_RGB; // Means its uncompressed. Has nothing to do with color.
bi24BitInfo.bmiHeader.biSizeImage = 0;
bi24BitInfo.bmiHeader.biXPelsPerMeter = pelsPerMeter;
bi24BitInfo.bmiHeader.biYPelsPerMeter = pelsPerMeter;
bi24BitInfo.bmiHeader.biClrUsed = 2;
bi24BitInfo.bmiHeader.biClrImportant = 0;
bi24BitInfo.bmiColors[0].rgbBlue = 0;
bi24BitInfo.bmiColors[0].rgbRed = 0;
bi24BitInfo.bmiColors[0].rgbGreen = 0;
bi24BitInfo.bmiColors[0].rgbReserved = 0;
bi24BitInfo.bmiColors[1].rgbBlue = (BYTE)0xFF;
bi24BitInfo.bmiColors[1].rgbRed = (BYTE)0xFF;
bi24BitInfo.bmiColors[1].rgbGreen = (BYTE)0xFF;
bi24BitInfo.bmiColors[1].rgbReserved = 0;
// Create the memory bitmap
if (hMemoryBitmap != NULL)
{
DeleteObject(hMemoryBitmap);
}
hMemoryBitmap = CreateCompatibleBitmap(hMemoryDC, 600, 600);
hDefaultBitmap = SelectObject(hMemoryDC, hMemoryBitmap);
HGDIOBJ hOldFont = SelectObject(hMemoryDC, GetStockObject(NULL_BRUSH));
// Do not fill background
int nOldBkMode = GetBkMode(hMemoryDC);
SetBkMode(hMemoryDC, TRANSPARENT);
int nRet(0);
if (hDIB != NULL)
{
GlobalFree(hDIB);
}
DWORD dwBmpSize = ((bi24BitInfo.bmiHeader.biWidth * bi24BitInfo.bmiHeader.biBitCount + 31) / 32) * 4 * bi24BitInfo.bmiHeader.biHeight;
//DWORD dwBmpSize = ((bi24BitInfo.bmiHeader.biWidth * bi24BitInfo.bmiHeader.biHeight)/8);
// Starting with 32-bit Windows, GlobalAlloc and LocalAlloc are implemented as wrapper functions that call HeapAlloc using a handle
// to the process's default heap. Therefore, GlobalAlloc and LocalAlloc have greater overhead than HeapAlloc.
hDIB = GlobalAlloc(GHND, dwBmpSize);
DWORD D = GetLastError();
pBytes = (BYTE*)GlobalLock(hDIB);
D = GetLastError();
nRet = GetDIBits(hMemoryDC, hMemoryBitmap, 0, (UINT)bi24BitInfo.bmiHeader.biHeight, pBytes, (BITMAPINFO*)&bi24BitInfo, DIB_RGB_COLORS);
D = GetLastError();
if (pBitmap != NULL)
{
delete pBitmap;
pBitmap = NULL;
}
pBitmap = new Gdiplus::Bitmap(&bi24BitInfo, pBytes);
D = GetLastError();
GlobalUnlock(hDIB);
D = GetLastError();
Then after all of this I'm getting an error in the following:
pGraphics = Graphics::FromImage(pBitmap);
// set a graphics property
s = pGraphics->SetTextRenderingHint(TextRenderingHintAntiAlias);
After this pGraphics->LastResult is now set to "OutOfMemory" and s is set to the enum "InvalidParameter" from: http://msdn.microsoft.com/en-us/library/ms534175(v=VS.85).aspx
Any help on this would be appriciated.
BITMAPINFO only contains room for one palette entry; when you write to bi24BitInfo.bmiColors[1] you're clobbering the memory that follows, likely the hMemoryDC. Fix this by creating another structure that contains BITMAPINFO at the front and an array for the palette following.
Edit: It appears you aren't able to create a Graphics object from a monochrome bitmap. From the Graphics::FromImage documentation:
This method also fails if the image
has one of the following pixel
formats:
PixelFormatUndefined
PixelFormatDontCare
PixelFormat1bppIndexed
PixelFormat4bppIndexed
PixelFormat8bppIndexed
PixelFormat16bppGrayScale
PixelFormat16bppARGB1555

How to read the screen pixels?

I want to read a rectangular area, or whole screen pixels. As if screenshot button was pressed.
How i do this?
Edit: Working code:
void CaptureScreen(char *filename)
{
int nScreenWidth = GetSystemMetrics(SM_CXSCREEN);
int nScreenHeight = GetSystemMetrics(SM_CYSCREEN);
HWND hDesktopWnd = GetDesktopWindow();
HDC hDesktopDC = GetDC(hDesktopWnd);
HDC hCaptureDC = CreateCompatibleDC(hDesktopDC);
HBITMAP hCaptureBitmap = CreateCompatibleBitmap(hDesktopDC, nScreenWidth, nScreenHeight);
SelectObject(hCaptureDC, hCaptureBitmap);
BitBlt(hCaptureDC, 0, 0, nScreenWidth, nScreenHeight, hDesktopDC, 0,0, SRCCOPY|CAPTUREBLT);
BITMAPINFO bmi = {0};
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = nScreenWidth;
bmi.bmiHeader.biHeight = nScreenHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
RGBQUAD *pPixels = new RGBQUAD[nScreenWidth * nScreenHeight];
GetDIBits(
hCaptureDC,
hCaptureBitmap,
0,
nScreenHeight,
pPixels,
&bmi,
DIB_RGB_COLORS
);
// write:
int p;
int x, y;
FILE *fp = fopen(filename, "wb");
for(y = 0; y < nScreenHeight; y++){
for(x = 0; x < nScreenWidth; x++){
p = (nScreenHeight-y-1)*nScreenWidth+x; // upside down
unsigned char r = pPixels[p].rgbRed;
unsigned char g = pPixels[p].rgbGreen;
unsigned char b = pPixels[p].rgbBlue;
fwrite(fp, &r, 1);
fwrite(fp, &g, 1);
fwrite(fp, &b, 1);
}
}
fclose(fp);
delete [] pPixels;
ReleaseDC(hDesktopWnd, hDesktopDC);
DeleteDC(hCaptureDC);
DeleteObject(hCaptureBitmap);
}
Starting with your code and omitting error checking ...
// Create a BITMAPINFO specifying the format you want the pixels in.
// To keep this simple, we'll use 32-bits per pixel (the high byte isn't
// used).
BITMAPINFO bmi = {0};
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = nScreenWidth;
bmi.bmiHeader.biHeight = nScreenHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
// Allocate a buffer to receive the pixel data.
RGBQUAD *pPixels = new RGBQUAD[nScreenWidth * nScreenHeight];
// Call GetDIBits to copy the bits from the device dependent bitmap
// into the buffer allocated above, using the pixel format you
// chose in the BITMAPINFO.
::GetDIBits(hCaptureDC,
hCaptureBitmap,
0, // starting scanline
nScreenHeight, // scanlines to copy
pPixels, // buffer for your copy of the pixels
&bmi, // format you want the data in
DIB_RGB_COLORS); // actual pixels, not palette references
// You can now access the raw pixel data in pPixels. Note that they are
// stored from the bottom scanline to the top, so pPixels[0] is the lower
// left pixel, pPixels[1] is the next pixel to the right,
// pPixels[nScreenWidth] is the first pixel on the second row from the
// bottom, etc.
// Don't forget to free the pixel buffer.
delete [] pPixels;
Rereading your question, it sounds like we may have gotten off on a tangent with the screen capture. If you just want to check some pixels on the screen, you can use GetPixel.
HDC hdcScreen = ::GetDC(NULL);
COLORREF pixel = ::GetPixel(hdcScreen, x, y);
ReleaseDC(NULL, hdcScreen);
if (pixel != CLR_INVALID) {
int red = GetRValue(pixel);
int green = GetGValue(pixel);
int blue = GetBValue(pixel);
...
} else {
// Error, x and y were outside the clipping region.
}
If you're going to read a lot of pixels, then you're better off with a screen capture and then using GetDIBits. Calling GetPixel zillions of times will be slow.
You make a screenshot with BitBlt(). The size of the shot is set with the nWidth and nHeight arguments. The upper left corner is set with the nXSrc and nYSrc arguments.
You can use the code below to read the screen pixels:
HWND desktop = GetDesktopWindow();
HDC desktopHdc = GetDC(desktop);
COLORREF color = GetPixel(desktopHdc, x, y);
HBITMAP is not a pointer or an array, it is a handle that is managed by Windows and has meaning only to Windows. You must ask Windows to copy the pixels somewhere for use.
To get an individual pixel value, you can use GetPixel without even needing a bitmap. This will be slow if you need to access many pixels.
To copy a bitmap to memory you can access, use the GetDIBits function.