Can I convert a bitmap to PNG in memory (i.e. without writing to a file) using only the Platform SDK? (i.e. no libpng, etc.).
I also want to be able to define a transparent color (not alpha channel) for this image.
The GdiPlus solution seems to be limited to images of width divisible by 4. Anything else fails during the call to Save(). Does anyone know the reason for this limitation and how/whether I can work around it?
Update: Bounty
I'm starting a bounty (I really want this to work). I implemented the GDI+ solution, but as I said, it's limited to images with quad width. The bounty will go to anyone who can solve this width issue (without changing the image dimensions), or can offer an alternative non-GDI+ solution that works.
LodePNG (GitHub) is a lib-less PNG encoder/decoder.
I read and write PNGs using libpng and it seems to deal with everthing I throw at it (I've used it in unit-tests with things like 257x255 images and they cause no trouble). I believe the API is flexible enough to not be tied to file I/O (or at least you can override its default behaviour e.g see png_set_write_fn in section on customization)
In practice I always use it via the much cleaner boost::gil PNG IO extension, but unfortunately that takes char* filenames and if you dig into it the png_writer and file_mgr classes in its implementation it seem pretty tied to FILE* (although if you were on Linux a version using fmemopen and in-memory buffers could probably be cooked up quite easily).
On this site the code shows how convert a bitmap to PNG writing it to a file: http://dotnet-snippets.de/dns/gdi-speichern-eines-png-SID814.aspx. Instead of writing to a file, the Save method of Bitmap also supports writing to a IStream (http://msdn.microsoft.com/en-us/library/ms535406%28VS.85%29.aspx). You can create a Stream backed up by memory using the CreateStreamOnHGlobal API function. (http://msdn.microsoft.com/en-us/library/aa378980%28VS.85%29.aspx). The used library, GDI+, is included in Windows up from WindowsXP, and works in Windows up from Windows98. I've never done something with it, just googled around. Looks like you can use that, though.
The CImage class (ATL/MFC) supports saving into PNG format. Like the GDI+ solution, it also supports saving to a stream. Here's some code I use to save it to a CByteArray:
CByteArray baPicture;
IStream *pStream = NULL;
if (CreateStreamOnHGlobal(NULL, TRUE, &pStream) == S_OK)
{
if (image.Save(pStream, Gdiplus::ImageFormatPNG) == S_OK)
{
ULARGE_INTEGER ulnSize;
LARGE_INTEGER lnOffset;
lnOffset.QuadPart = 0;
if (pStream->Seek(lnOffset, STREAM_SEEK_END, &ulnSize) == S_OK)
{
if (pStream->Seek(lnOffset, STREAM_SEEK_SET, NULL) == S_OK)
{
baPicture.SetSize(ulnSize.QuadPart);
ULONG ulBytesRead;
pStream->Read(baPicture.GetData(), ulnSize.QuadPart, &ulBytesRead);
}
}
}
}
pStream->Release();
I don't know if you'd want to use ATL or MFC, though.
I've used GDI+ for saving a bitmap as a PNG to a file. You should probably check out the MSDN info about GDI+ here and in particular this function GdipSaveImageToStream.
This tutorial here will probably provide some help as well.
GDI's (old school, non-plus) has a GetDIBits method that can be asked to output bits using PNG compression (BITMAPINFOHEADER::biCompression == BI_PNG). I wonder if this could be used to create a PNG file? Using GetDIBits to write standard bitmap files is complicated enough - so i suspect this would be even more difficult.
If you want to only use Windows APIs, WIC is the way to accomplish this, and it supports both Bitmaps and PNGs.
It would probably be better to use a library instead of reinventing the wheel yourself.
Look into freeImage
Related
I am trying to load an image resource using the LoadImageA() function, yet it doesn't work and I don't understand why.
Here's a bit of my code :
bool isRessource = IS_INTRESOURCE(107);
// Load the resource to the HGLOBAL.
HGLOBAL imageResDataHandle = LoadImageA(
NULL,
MAKEINTRESOURCEA(107),
IMAGE_BITMAP,
0,
0,
LR_SHARED
);
HRESULT hr = (imageResDataHandle ? S_OK : E_FAIL);
The image I want to load is a bitmap saved in the resources, and represented as such within resources.h:
#define IDB_BITMAP1 107
When I execute the code, isRessource is equal to true, yet hr is equal to E_FAIL.
Any idea as to why this is happening? I am using Visual Studio 2019, and I made the image using Gimp.
After making the same image with the same format on another application (I used "Krita") and importing it again, the image finally loads with the same code (I only changed the reference to the resource). I guess that all types of bitmaps made from Gimp won't work in Visual Studio (I tried most formats of bitmaps from Gimp).
The first link searched with LoadImage gimp as a keyword is enough to answer this question.
This is some useful information:
The bitmap exported by GIMP has a broken header. Specifically, the
code seems to not write the RGBA masks, which AFAIK are not optional
in a BITMAPV5HEADER. This misaligns and changes the size of the entire
extended header, incidentally making it look like a BITMAPV4HEADER,
which explains why most programs will still open it fine. Without
having done any testing, I'd guess LoadImage() is more picky about the
values in this extended header; returning NULL is how it indicates
failure.
By the way, when you import a bitmap, the system does not remind you that the format of the image is unknown?
Like:
After testing, use LoadImage to load such an image will return NULL, and GetLastError will also return 0.
So, I've been trying to figure out my problem for a few hours now, but I have no idea what I'm doing wrong. I'm a noob when it comes to DirectX programming, so I've been following some tutorials, and right now, I'm trying to create a obj loader.
http://www.braynzarsoft.net/index.php?p=D3D11OBJMODEL
However, I can't get my texture to work.
This is how I try to load the DDS-texture:
ID3D11ShaderResourceView* tempMeshSRV = nullptr;
hr = CreateDDSTextureFromFile(gDevice, L"boxTexture.dds", NULL, &tempMeshSRV);
if (SUCCEEDED(hr))
{
textureNameArray.push_back(L"boxTexture.dds");
material[matCount - 1].texArrayIndex = meshSRV.size();
meshSRV.push_back(tempMeshSRV);
material[matCount - 1].hasTexture = true;
}
However, my HRESULT will never Succeed, but it doesn't crash either. If I hoover over the hr, it just says "HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED) I also tried to remove the if statement, but that will just turn my box black.
Any idea on what I'm doing wrong? =/
Thanks in advance!
The most likely problem is that your "boxTexture.dds" is a 24 bit-per-pixel format file. In Direct3D 9, this was D3DFMT_R8G8B8 and was reasonably common. However, there is no DXGI equivalent format for 24 bits-per-pixel and it therefore requires format conversion to work.
The DDSTextureLoader module in DirectX Tool Kit is designed to be a minimum-overhead function, and therefore does no runtime conversions at all. If the data directly maps to a DXGI format, it loads. If it doesn't, it fails with HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED).
There are two different solutions depending on your usage scenario.
The ideal solution is to convert 'boxTexture.dds' to a supported format. You can do this with the texconv command-line tool provided with DirectXTex. This is by far the best option so that the potentially expensive conversion operation is done once and not very single time your application runs and loads the data.
If you don't actually control the source of the dds files you are trying load (i.e. they are arbitrary files provided by a user or you are doing some kind of content tool that has to support legacy formats), then you should make use of the DirectXTex 'full-fat' LoadFromDDSFile function which has extensive conversion code for handling legacy DDS file formats.
Note this situation can happen for a number of legacy format DDS files as list in the CodePlex wiki documentation
D3DFMT_R8G8B8 (24bpp RGB) - Use a 32bpp format
D3DFMT_X8B8G8R8 (32bpp RGBX) - Use BGRX, BGRA, or RGBA
D3DFMT_A2R10G10B10 (BGRA 10:10:10:2) - Use RGBA 10:10:10:2
D3DFMT_X1R5G5B5 (BGR 5:5:5) - Use BGRA 5:5:5:1 or BGR 5:6:5
D3DFMT_A8R3G3B2, D3DFMT_R3G3B2 (BGR 3:3:2) - Expand to a supported format
D3DFMT_P8, D3DFMT_A8P8 (8-bit palette) - Expand to a supported format
D3DFMT_A4L4 (Luminance 4:4) - Expand to a supported format
D3DFMT_UYVY (YUV 4:2:2 16bpp) - Swizzle to YUY2
See also Direct3D 11 Textures and Block Compression
If you look at the source code for CreateTextureFromDDS (which is called by CreateDDSTextureFromFile to do the main data processing) - http://directxtk.codeplex.com/SourceControl/latest#Src/DDSTextureLoader.cpp - you will see that there are a lot of reasons you could be getting "HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED)".
It's not likely a problem with opening or reading the file since that would return a different error code. So most likely its an unsupported DXGI_FORMAT, a malformed cubemap, an invalid mipmap count, or invalid image dimensions (i.e. larger than the limits found here: http://msdn.microsoft.com/en-us/library/ff819065(v=vs.85).aspx ).
If I use the stock libmpg123 code:
while (mpg123_read(mh, buffer, buffer_size, &done) == MPG123_OK)
{
if((ao_play(dev, (char*)buffer, done)==0)){
}
}
How I can edit this for play at 2x speed, 3x speed, - 2x speed?
libmpg123 just handles the MP3 decoding. At least, I just reviewed the mpg123.h header file and didn't find anything to indicate that it would handle trick mode play. Further, I don't think libao (your selected audio output method) handles this either, based on a perusal of ao.h. I'm pretty sure you need to perform the algorithmic trickery yourself (or bring in another library to do it). Apply transforms after decoding, but before playback.
How can I load a jpg into a CBitmap where I am using visual c++ 6.0 and don't have access to CImage?
thx
I would simply call OleLoadPicturePath api to load not just jpg but other common formats also.
After loading it into the IPicture object you can call get_Handle to get the handle to HBITMAP.
Thanks
There's no native way I know of. I've always used FreeImage for JPGs and PNGs - it's robust and there's example code in the FAQ on how to load a PNG into an HBITMAP (which works exactly the same for a JPG).
One word of warning from experience - if you're storing your JPG as a resource, make sure you create a "JPG" resource type and store it as that, don't try and add it as a BITMAP resource or you'll have all sorts of problems trying to load it. I know it sounds obvious but it took me a while to figure out.
You can't, or at least, there isn't a build-in way. Have a look at CxImage, you can probably get that to work, especially when you only need jpg support.
This kind of conversion is complex so i would reccoment using an external libary, take a look at this.
CBitmap bmp;
HANDLE h = ::LoadImage(NULL, _T("c:\\MyImage.jpg"), IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
bmp.Attach(h);
I will try to be clear ....
My project idea is as follow :
I took several compression algorithms which I implemented using C++, after that I took a text file and applied to it the compression algorithms which I implemented, then applied several encryption algorithms on the compressed files, now I am left with final step which is converting these encrypted files to any format of image ( am thinking about png since its the clearest one ).
MY QUESTION IS :
How could I transform a binary stream into a png format ?
I know the image will look rubbish.
I want the binary stream to be converted to a an png format so I can view it as an image
I am using C++, hope some one out there can help me
( my previous thread which was closed )
https://stackoverflow.com/questions/5773638/converting-a-text-file-to-any-format-of-images-png-etc-c
thanx in advance
Help19
If you really really must store your data inside a PNG, it's better to use a 3rd party library like OpenCV to do the work for you. OpenCV will let you store your data and save it on the disk as PNG or any other format that it supports.
The code to do this would look something like this:
#include <cv.h>
#include <highgui.h>
IplImage* out_image = cvCreateImage(cvSize(width, height), IPL_DEPTH_8U, bits_pr_pixel);
char* buff = new char[width * height * bpp];
// then copy your data to this buff
out_image->imageData = buff;
if (!cvSaveImage("fake_picture.png", out_image))
{
std::cout << "ERROR: Failed cvSaveImage" << std::endl;
}
cvReleaseImage(&out_image);
The code above it's just to give you an idea on how to do what you need using OpenCV.
I think you're better served with a bi-dimensional bar code instead of converting your blob of data into a png image.
One of the codes that you could use is the QR code.
To do what you have in mind (storing data in an image), you'll need a lossless image format. PNG is a good choice for this. libpng is the official PNG encoding library. It's written in C, so you should be able to easily interface it with your C++ code. The homepage I linked you to contains links to both the source code so you can compile libpng into your project as well as a manual on how to use it. A few quick notes on using libpng:
It uses setjmp and longjmp for error handling. It's a little weird if you haven't worked with C's long jump functionality before, but the manual provides a few good examples.
It uses zlib for compression, so you'll also have to compile that into your project.