how copy selected area from TPngObject to another TPngObject preserving its transparency - delphi

i have two different TPngObject SRC and DST. the SRC has assigned with a PNG graphic.
My code:
dst := TpngImage.createblank(COLOR_RGB, 16, 900, 60);
src.Assign(Image2.Picture.Graphic);
but i need to copy some portion of the src to the dst. i try to copy and draw on canvas but doesn't work with transparent.

I think you should be able to do this with the AlphaBlend function. You use {SRC/DEST}.Canvas.Handle for the HDC parameters.
I expect you could also achieve this with BitBlt.
I'm still curious as to the value of the TransparencyMode property of your TPNGImage instances.

I dont use TPNGImage, but I'll take a stab at this... does it support the Pixels property or Scanline? If so, you can copy over only the pixels you want, manually setting the r,g,b, and a values. I do this a lot with pf32bit bitmaps. Drawing it, as you noticed, wont preserve the transparency. You have to set the alpha value manually.
If TPNGImage doesnt support pixels or scanline, you can convert the png's to bitmaps first and do it that way.

Related

How to work with non-visible TImage32

I try to make use of a TImage32 to combine several layers with positions and transparency etc. So I create in runtime a TImage32, set parent to nil, load from file a bitmap and load from file a layer on top of that bitmap. Now I want to save the result, but I seem to be unable to find where the actual result is. If I do the same with creating the TImage32 in designtime, make it visible, the result of the combined bitmaps is in the Buffer field of TImage32, and I can save the result using Image32.Buffer.SaveToFile('test.bmp'). If the component is not visible, the Buffer is an empty bitmap and the combined bitmap seem to be not created.
Can someone shed light on this? How do I combine bitmaps with GR32, save them, but with invisible components?
Thanks a lot!
Willem
You don't need to use visual controls like TImage.
The library you're using graphics32 has all the methods you need.
Use TBitmap32: The Bitmap can be displayed and scaled using its DrawMode, MasterAlpha and StretchFilter properties.
You simply use the MyBitmap.LoadFromFile method to get it.
I suggest you then store your bitmaps in a TObjectList.
Combine them using TBitmap32.Draw{To}, note that you can use the DrawMode to modify the behavior of Draw.
And use the SaveToFile method as usual when done manipulating the bitmap.

How to draw a TBitmap32 transparently on a TBitmap?

I am trying to draw a source image (GR32 TBitmap32) that contains some fully transparent and also partially transparent pixels on a normal (TBitmap) image while preserving the transparency in the source image.
I use this:
BMP32.DrawTo(BMP.Canvas.Handle, 0, 0);
but the image is not drawn transparently.
Code:
Everything is pretty basic: I have a background bitmap (Bkg) in which I load, at application start up, an image.
Then in procedure Apply I load a second image from disk (the one with transparency) and I draw the it over the background.
var Bkg: TBitmap;
procedure TfrmPhoto.FormCreate(Sender: TObject);
begin
Bkg:= LoadGraphEx(GetAppDir+ 'bkg.bmp'); { Load bitmap from file }
{
Bkg.Transparent:= TRUE;
Bkg.PixelFormat:= pf32bit;
Bkg.TransparentColor:= clPink;
}
end;
procedure TfrmPhoto.Apply2;
VAR
Loader: TBitmap;
BMP32: tbitmap32;
begin
BMP32:= TBitmap32.Create;
TRY
Loader:= TBitmap.Create;
TRY
Loader.LoadFromFile('c:\Transparent.BMP');
BMP32.Assign(Loader);
FINALLY
FreeAndNil(Loader);
END;
{ Mix images }
BMP32.DrawTo(Bkg.Canvas.Handle, 0, 0); <----- The problem is here
imgPreview.Picture.Assign(Bkg); { This is a TImage where I see the result }
FINALLY
FreeAndNil(BMP32);
END;
end;
It worked (but with 2 disadvantages) with TransparentBlt().
I am not happy with the way TransparentBlt handles the semitransparent pixels (the edge of the rotate image). After merging the src image into the background the edges look bad.
In order to use TransparentBlt, I had to define a color (clPink) in the source image as transparent. This means that if the source image has some pink in it, the result will look really nasty (it will be treated as transparent). Let's pray for non-pink images!
If you find a way to transfer the image (while preserving transparency) directly from Bitmap32 into the background please post and I will accept your answer!
A solution (still a hack) I see here is to process everything in a TBitmap32 and then 'export' the final result as TBitmap. I will try this tomorrow.
Update:
Solution:
This is how to merge two TBitmap32 images while preserving transparency:
Dst.CombineMode:= cmBlend;
Dst.DrawMode:= dmBlend;
Src.Draw(0, 0, Dst);
Dst and Src are TBitmap32 images. It doesn't work with TBitmap.
As already suggested by yourself, I would recommend performing blending operations entirely in the TBitmap32 domain! The reason for this is the fact that it offers more choices in regards of blending and it uses MMX/SSE/SSE2 where available (on modern machines always the case). With this one can typically get a notable performance boost in contrast to letting GDI perform the blending.
In particular this is not a good idea as GDI typically does not make use of any SIMD opcodes (MMX/SSE).
It also depends on how much each part changes. For example, typically the background is rather static and need to be transfered into a TBitmpa32 only occassionally on changes (e.g. on VCL style or UI theme changes). With each transfer (GR32 <-> TBitmap and alike) an implict conversion (DIB <-> DDB) might happen, which makes the entire blending an O(n²) operation. So you'd better transfer (with an implicit conversion) to TBitmap32 just once and then perform the blending entirely in the GR32 domain.
On the contrary, if the TBitmap32 is rather static and the TBitmap (or background) changes a lot, it might probably be better to leave GR32 alone and copy the TBitmap32 to TBitmap and perform the blending with GDI. Despite the fact that the GDI blending is slightly slower, you avoid the additional copy. Otherwise your bottleneck will likely be the memory throughput, while processing speed never can touch the limits.
It is dmBlend DrawMode of TBitmap32 to turn on the transparency, but it only works between two TBitmap32 bitmaps. Do not use TBitmap32 with transparent images to draw directly on HDC, Canvas or TBitmap. Use dmBlend and DrawTo or BlockTransfer() to draw on another TBitmap32. For example, to draw transparently on a TBitmap, create an intermediary cache TBitmap32:
Copy the image from TBitmap to the cache TBitmap32;
Apply your transparent image to the cache TBitmap32 using DrawTo or BlockTransfer(), avoid using Canvas or HDC to mix two images because they lose alpha layer information;
Copy the image back from the cache TBitmap32 to your TBitmap.

Firemonkey drawing on bitmap without interpolation

I am using the canvas draw functions drawrect and filltext to draw onto a Tbitmap but I don't want the results antialiased. Anyone know how to do that ?
Working with OSX and Delphi XE3 (but have XE4 and XE5 if needed)
Is the problem:
the bitmap you create seems to have anti-aliasing present in the data?
or have you got a good bitmap and want to disable anti-aliasing in the viewer/display?
If it is the former, have you checked that the anti-aliasing is actually present in the bitmap, and not introduced by your viewer?
In the past I've found it useful to draw a black-on-white test pattern, and display the image at 1:1 scale. Irfanview is a nice tool for viewing at 'true' scale. Then use a loupe/peak/lens to get a close-up of the actual pixels.
Black-on-white test patterns are particularly good since you should be able to see (hopefully) that the R,G and B sub-pixels are all equally illuminated when there is no anti-aliassing present. If you draw a black-on white pattern and you get solitary bright sub-pixels then you've definitely got anti-aliassing (or some other form of corruption!).
My experience has been that image viewers often do interpolation for you, and it can be tricky to see what is going on unless you look at the actual bitmap data or have a close-up look at the unscaled image...
Hi in the drawBitmap method you need to set HighSpeed parameter to "True", in the sample below:
NewBitmap.Canvas.DrawBitmap(SmallBmp, RectF(0, 0, SmallBmp.Width, SmallBmp.Height), RectF(0, 0, NewBitmap.Width, NewBitmap.Height), 1,**True**);
rgds
Ivan

Timage Transparencies on laptops in Delphi 7

WHAT I AM TRYING TO DO
I am trying to draw multiple graphics to a Timage, These graphics that i Draw consist of ordered layers with Foodfills and lines.
I use multiple buffers to ensure ordering and double buffering.
WHAT I AM DOING
procedure DrawScene();
var
ObjLength,LineLength,Filllength,Obj,lin,angle,i:integer;
Npoints : array[0..1] of Tpoint;
Objmap:TBitmap;
wholemap:TBitmap;
begin
wholemap := TBitmap.Create;
wholemap.Width:=area;
wholemap.height:=area;
ObjLength:=length(Objects);
for Obj:=0 to (ObjLength-1) do
if objects[Obj].Visible then
begin
// create object bitmap
if Objects[obj].Tag='FBOX' then
begin
Objmap := TBitmap.Create;
Objmap.Width:=area;
Objmap.height:=area;
Objmap.Transparent:=true;
Objmap.Canvas.Rectangle((objects[obj].Boundleft-4)+objects[obj].Position.x,area-((objects[obj].boundtop+4)+objects[obj].Position.y),(objects[obj].boundright+4)+objects[obj].Position.x,area-((objects[obj].boundbottom-4)+objects[obj].Position.y));
end;
//draw object
LineLength:=length(objects[Obj].Lines)-1;
angle:=objects[Obj].Rotation;
for lin:=0 to (LineLength) do
begin
for i:=0 to 1 do
begin
Npoints[i] := PointAddition(RotatePoint(objects[obj].Lines[lin].Point[i],angle),objects[obj].Position,false);
end;
Objmap:=DrawLine(Npoints[0].x,Npoints[0].y,Npoints[1].x,Npoints[1].y,objects[obj].Lines[lin].Color,Objmap);
end;
Filllength:=length(objects[Obj].Fills)-1;
for i:=0 to Filllength do
begin
Npoints[0]:=PointAddition(RotatePoint(objects[Obj].Fills[i].Point,objects[Obj].Rotation),objects[Obj].Position,false);
Objmap:=fillpoint( Npoints[0].x, Npoints[0].y,objects[Obj].Fills[i].color,Objmap);
end;
//write object to step frame
wholemap.Canvas.Draw(0,0,Objmap);
Objmap.Free;
end;
// write step frame to Visible Canvas
mainwindow.bufferim.Canvas.Draw(0,0,wholemap);
mainwindow.RobotArea.Picture.Graphic:=mainwindow.bufferim.Picture.Graphic;
wholemap.Free;
end;
WHAT I EXPECT
I expect to see each image object layered on top of one another with each image layer being the complete image for that layer.
im my example it is a robot with a flag behind it.
the flag is drawn first and then the robot.
WHAT I GET(on a pc)
on a pc i get what i expect and all appears to be correct.
WHAT I GET(on a laptop)
On a nearly every laptop and some pc's i only see the robot.
i put in some statments to see if it is drawing the flag and it does. the game can even interact with the flag in the correct manner.
further investigation showed me that it was only showing the last image drawn my "drawscene", and when images were drawn directly to the wholecanvas everthing apeared(this cannot be done for overlapping fill layers reasons)
WHAT I THINK IS HAPPENING
so what i deduced is that the Timage.transparent property of the Timage is not working or is being computed differently on some machines..
i did a test to prove this and made a canvas red. then to that canvas i drew at 0,0 i Timage with property transparent=true with just one dot in the middle to the red canvas. the resuly was a white canvas with a dot in the middle.
I am assuming and findings indicate that machines with very basic graphics drivers seem to treat null or transparent as white where as more powerful machines seem to treat null or transparent as transparent.
this seems to be a bit of a failure due to the fact that the Timage.Transparent property was true.
EDIT:
UPDATE!!!
It would appear to be that on ATI graphics cards if a colour is "null" then it is interpreted in the format of PF24bit and therefore no alpha channel and no transparency.
on Nvidia cards it takes it as PF32bit and treats null as transparent.
the obvious way to get around that woulf be to set the bitmaptype to PF32bit, but that does still not work.
I then assumed that maybe that is not enough and I should make sure that the background is SET to transparent rather than being left as null.. but there are no tools ( that I can see) inside the Timage to set colour with alpha. all canvas drawing functions require a Tcolor that is RGB 24 bit and ony a TcolorRef with RGBA 32 bit would do....
is there a way of drawing with alpha 0?
WHAT I THINK I NEED TO KNOW
How to force the Transparent property to work on all machines
or a way to make laptops not paste in transparent as white
Or a way to achieve the same result.
Anyone have any solutions or ideas?
I have been using an Graphics library (AggPas) to help with drawing graphics and one of the things I've noticed is that I always need a line Bitmap.PixelFormat = pf32bit to get it to draw transparancies.
Having said that I use TransformImage from the AggPas library to copy the Image with a transparent background to another one and AggPas only accepts pf24bit or pf32bits as Pixel formats (otherwise it doesn't attach to the bitmap)
I've seen similar behaviour on different machines in the past (a few years back).
They were caused by different video cards and drivers.
Either the NVideo or the ATI ones were getting the wrong results, but I forgot which ones.
It could be reproduced on both laptops and regular PC's.
So: what video cards and drivers do you use?
--jeroen
I would explicitly set the bitmap format to pf32bit for each bitmap you create to ensure the problem isnt converting colors from 32 to 16 bit (if thats the native video resolution of the bitmaps getting created), which might interfere with how the transparency works. Also, I've had better luck specifically setting the transparency color in the past.
Another option - perhaps a better one in the long run, is to instead set the Alpha Channel on the images (ie, use PNG files), and use the GDI function AlphaBlend() to draw the graphics.

Get Current Pixel value using Scanline in Delphi

I am trying to get the current pixel in an image by a "OnMouseMove event" Using Scanline.
something equivalent to this:
Label1.Caption := IntToStr(Image1.Picture.Bitmap.Canvas.Pixels[X,Y]);
Any ideas ?
ScanLine returns a pointer to a packed array of pixels that constitutes one line of a bitmap. Using this pointer you can access these pixels fast.
ScanLine can't help if you need only one pixel.
Still you can use ScanLine here; assuming bitmap pixel format pf32bit:
Label1.Caption:= IntToStr(PIntegerArray(Image1.Picture.Bitmap.ScanLine[Y])^[X]);
Scanlines are useful for quickly scanning the entire line, like in your other post. But if you want to get an arbitrary single pixel, the best way to do it is to use the code you've already got.

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