The code below (from this thread: How to use Delphi 2010's new WIC capability on Canon files?) opens a WIC image into a BitMap.
However, if the dynamic range of WIC pixel values is large, this code loses a lot of information, since it has to scale the wide dynamic range into the low range that a Bitmap pixel can accommodate.
procedure TForm116.Button1Click(Sender: TObject);
var
WIC: TWICImage;
begin
WIC := TWICImage.Create;
try
WIC.LoadFromFile('MyFilename.raw');
Image1.Picture.Graphic.Assign(WIC);
finally
WIC.Free;
end;
end;
Can anyone show me sample code that would let me read the pixel values directly from the TWICImage, so I can access the image data without losing information? I need the intensity (gray scale) values of each pixel which perhaps can be calculated from the RGB values if not directly available?
Something like:
var
PixelValue: Integer; // Grayscale
for Row := 0 to WIC.Width do
for Col := 0 to WIC.Height
PixelValue := WIC.GetPixelValue(Row, Col);
You should be able to assign() the TWICImage to a TBitmap, and then access the bitmap's Pixels or ScanLine property to get at the pixel data. Much like you'd do when loading a JPEG.
For example (untested pseudocode)
w := TWICImage.Create();
w.LoadFromFile(...)
b := TBitmap.Create;
b.assign( w);
ptr := b.ScanLine[...]
Related
I don't know what to do here anymore, so I hope that somebody can help me.
I'm using Delphi 10.4 and Windows 10.
Basically, my problem is that cutting a part of the .png image with transparent background is to slow. I use scanline.
I have one background image (back.bmp) that is drawn on the form. That image can be also a .png (with no transparency) if that can help to solve this.
From the second image (frontsigns.bmp) I cat different parts and need to draw them to that background.
Old version of this program used .bmp as second image (with no transparent background) so that was very fast.
procedure TfrmMain.btnDrawBMPClick(Sender: TObject);
var
frontsigns : TBitmap;
begin
frontsigns := TBitmap.Create;
frontsigns.LoadFromFile('E:\frontsigns.bmp');
frmMain.Canvas.CopyRect(Rect(0,0,302,869), frontsigns.Canvas, Rect(0, yStartPos, 302, yEndPos)); // yStartPos and yEndPos are variables
end;
This draw part of the second image (303x870 px) on the background in the 0.415 ms. That is OK (probably can't be faster).
Now I need to use a second image with transparent backgrounds, so I use .png. Because I cut and draw different parts of the second image on the background my idea is that I use temp background image and draw part of the .png on that temp image and after that I draw it on the form.
Here is the code.
procedure TfrmMain.btnDrawBMPClick(Sender: TObject);
var
background, tmpbackground : TBitmap;
frontsigns, CroppedPng : TPngImage;
begin
background := TBitmap.Create;
background.LoadFromFile('E:\back.bmp');
frontsigns := TPngImage.Create;
frontsigns.LoadFromFile('E:\frontsigns.png');
tmpbackground := TBitmap.Create(303, 870);
tmpbackground.Canvas.CopyRect(Rect(0, 0, 302, 869), background.Canvas, Rect(0, 0, 302, 869));
CropPng(frontsigns, 0, yStartPos, 302, yEndPos, CroppedPng); // yStartPos and yEndPos are variables
tmpbackground.Canvas.Draw(0, 0, CroppedPng);
end;
This draw part of the second image (303x870 px) on the background in the 13.5 ms!!!!!!!
Reason is slow scanline I think. I should write here that frontsigns.png has only fully transparent background. There are not any semi-transparent pixels.
Here is my code for cropping .png images.
const
ColorTabMax = 10;
ColorTab : array[0..ColorTabMax-1] of TColor =
(ClBlack, ClMaroon, ClRed, ClWebDarkOrange, ClYellow, ClGreen, ClBlue, ClPurple, ClGray, ClWhite);
procedure CropPng(Source: TPngImage; Left, Top, Width, Height: Integer; out Target : TPngImage);
function ColorToTriple(Color: TColor): TRGBTriple;
begin
Color := ColorToRGB(Color);
Result.rgbtBlue := Color shr 16 and $FF;
Result.rgbtGreen := Color shr 8 and $FF;
Result.rgbtRed := Color and $FF;
end;
var
X, Y : Integer;
Bitmap : TBitmap;
BitmapLine : PRGBLine;
AlphaLineA, AlphaLineB : pngImage.PByteArray;
begin
if (Source.Width < (Left + Width)) or (Source.Height < (Top + Height)) then
raise Exception.Create('Invalid position/size');
Bitmap := TBitmap.Create;
try
Bitmap.Width := Width;
Bitmap.Height := Height;
Bitmap.PixelFormat := pf24bit;
for Y := 0 to Bitmap.Height - 1 do
begin
BitmapLine := Bitmap.Scanline[Y];
for X := 0 to Bitmap.Width - 1 do
BitmapLine^[X] := ColorToTriple(Source.Pixels[Left + X, Top + Y]);
end;
Target := TPngImage.Create;
Target.Assign(Bitmap);
if Source.Header.ColorType in [COLOR_GRAYSCALEALPHA, COLOR_RGBALPHA] then
begin
Target.CreateAlpha;
for Y := 0 to Target.Height - 1 do
begin
AlphaLineA := Source.AlphaScanline[Top + Y];
AlphaLineB := Target.AlphaScanline[Y];
for X := 0 to Target.Width - 1 do
AlphaLineB^[X] := AlphaLineA^[X + Left];
end;
end;
finally
Bitmap.Free;
end;
end;
I'm open for any ideas here. Can I make scanline works fatser? I don't have semi-transparent pixels so maybe I don't need to do all this.
I've tried with 32bit .bmp images with alpha channel, but haven't made it work with alphablend function.
I'me even open for third party libraries if there is no otehr option.
Thanks.....
In library PngComponents unit PngFunctions offers procedure SlicePNG, which allows to split a TPngImage into separate parts of equal size. As this has to be done only once it may significantly reduce the drawing time.
The problem with your approach is that you are reading your source image by accessing individual pixels using Source.Pixels and not using ScanLine
BitmapLine^[X] := ColorToTriple(Source.Pixels[Left + X, Top + Y]);
If you want to benefit properly by using ScanLine make sure you use ScanLine for both source and target images.
Also since your source and target images are both TPngImage you probably don't even need to create the temporary TBitmap.
And if color palettes of your PNG's match then you don't even need to do any color decoding/encoding but instead just copy data directly from one image to another. Of course you do need to make sure that color palette in your PNG's match each other in advance.
I remember reading about a tool that modifies a PNG's palette information to match with other files some years ago. Unfortunately I don't remember its name. I do remember reading about it in an article about creating of PNG based image atlases for games.
Here is my current progress thank you to the SilverWariors answer. I've just implemented first tip for now.
I was using information from:
https://delphi.cjcsoft.net/viewthread.php?tid=48996
https://en.wikipedia.org/wiki/BMP_file_format
I've replaced:
BitmapLine^[X] := ColorToTriple(Source.Pixels[Left + X, Top + Y]);
with:
BitmapLine^[X] := GetPixel(source, Left + X, Top + Y);
GetPixel function is bellow.
function GetPixel(Source: TPngImage; X, Y: Integer): TRGBTriple;
var
LineSource : pngImage.PByteArray;
begin
LineSource := Source.Scanline[y];
// Get blue value - stored in lowest order byte in a TColor
Result.rgbtBlue := PByteArray(LineSource)^[(x*3)+0];
// Get Green value - second lowest byte in TColor
Result.rgbtGreen := PByteArray(LineSource)^[(x*3)+1];
// Get Red value - third lowest byte in TColor
Result.rgbtRed := PByteArray(LineSource)^[(x*3)+2];
end;
I'm not sure why the color order is like this and not like in the article on the link above. Maybe because .png file is 32bit.
With this change I've decreased time from 13.5 ms to 6.44 ms. That is great, but I think it can be even much better.
Here is where is I see potential improvement.
Now I scan every line two times. One for the RGB colors and one for for ALPA information.
AlphaLineA := Source.AlphaScanline[Top + Y];
I think that I can get ALPHA info from scanline if I scanline returns all four bytes in a 32bit image. I'm I correct?
Maybe something like:
PByteArray(LineSource)^[(x*3)+3];
Another idea is that I can directly write to the final background. Now I cut part of the .png image and draw it on the background at the end. I must use draw because transparency that .png image that I got as result of croping original image will be lost if I use CopyRect.
But If I draw pixels directly to the background (that has ALPHA 255) that would be much faster. Maybe I can avoid that because the background is 32bit .bmp (it can be 32bit .png) without any transparency (ALPHA is 255 for all bits). Also ALPHA for .png that I'm cutting of can be only 255 (not transparent) and 0 (fully transparent).
I'm not sure how I can accomplish this.
I'm struggling to be able to draw a TBitmap with transparency onto a TDirect2DCanvas without losing the transparency.
Having created a TBitmap which acts as the back-buffer for my drawing operation as follows:
bmp := TBitmap.Create;
bmp.Canvas.Brush.Handle := 0;
bmp.SetSize(100, 100);
bmp.Canvas.Brush.Color := clRed;
bmp.Transparent := true;
bmp.TransparentColor := clRed;
bmp.Canvas.Rectangle(bmp.Canvas.ClipRect);
bmp.Canvas.Pen.Color := clGreen;
bmp.Canvas.Ellipse(bmp.Canvas.ClipRect);
I then need to draw it onto my TDirect2DCanvas, however the following draws the TBitmap but removes all transparency - the background colour is drawn as red whereas if I just draw onto the TForm.Canvas then the background is transparent.
// Drawing onto the TDirect2DCanvas results in a red background
AEventArgs.Canvas.Draw(0, 0, bmp);
// Drawing onto the TForm.Canvas gives the correct result
Self.Canvas.Draw(0, 0, bmp);
My understanding now leads me on to ID2D1Bitmap and IWICBitmap interfaces, so, I can attempt to create an ID2D1Bitmap from the TBitmap using the following code (and assuming that the pixel format is copied across):
var
bmp : TBitmap;
temp : ID2D1Bitmap;
begin
// Code to initialize the TBitmap goes here (from above)
// Create an ID2D1Bitmap from a TBitmap
temp := AEventArgs.Canvas.CreateBitmap(bmp);
// Draw the ID2D1Bitmap onto the TDirect2DCanvas
AEventArgs.Canvas.RenderTarget.DrawBitmap(temp);
Now that I have an ID2D1Bitmap, the result is still the same - a red background with no transparency. I guess its entirely feasible that the Direct2D side of things uses a different method for transparency but looking at the propertys of the ID2D1Bitmap provides no clues.
My next guess is to go down the IWICBitmap interface.
Ultimately, my question is: is there a more straightforward or obvious thing that I've missed from the above which would allow the transparent TBitmap to be drawn onto the TDirect2DCanvas surface? Or is all this pain necessary in order to maintain the transparency?
Update
Ok, so after doing a bit more digging around, I can now convert the TBitmap to an IWICBitmap and then onto an ID2D1Bitmap however the issue still remains - transparency which is present in the TBitmap is not copied through when rendering to the TDirect2DCanvas.
// Create the IWICBitmap from the TBitmap
GetWICFactory.CreateBitmapFromHBITMAP(bmp.Handle, bmp.Palette, WICBitmapUsePremultipliedAlpha, wic);
wic.GetPixelFormat(pif);
// The PixelFormat is correct as `GUID_WICPixelFormat32bppPBGRA` which is
// B8G8R8A8_UNORM and PREMULTIPLIED
// Create the IWICFormatConverter
GetWICFactory.CreateFormatConverter(fc);
fc.Initialize(wic, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, nil, 0.0, WICBitmapPaletteTypeCustom);
// Now, create the ID2D1Bitmap
AEventArgs.Canvas.RenderTarget.CreateBitmapFromWicBitmap(fc, nil, temp);
temp.GetPixelFormat(fmt);
// Here, PixelFormat is correct matching the PixelFormat from the IWICBitmap
// Draw the bitmap to the Canvas
AEventArgs.Canvas.RenderTarget.DrawBitmap(temp);
And the result is still a non-transparent bitmap.
So the final thing I've looked into is the PixelFormat of the ID2D1RenderTarget which is the underlying render target of the TDirect2DCanvas.
// Create the canvas
fCanvas := TDirect2DCanvas.Create(Self.Handle);
fCanvas.RenderTarget.GetPixelFormat(pf);
// This gives me a PixelFormat of
// B8G8R8A8_UNORM but D2D1_ALPHA_MODE_IGNORE
So I'm guessing that the real issue is to do with the fact that the ID2D1RenderTarget PixelFormat is ignoring the alpha.
The real issue is not in the methods you are calling but the shear fact that in VCL application by default TBitmap uses 24bit RGB pixel format which does not have an alpha channel needed for alpha transparency.
If you want to use alpha transparency with TBitmap you first need to set its pixel format to pf32bit.
https://stackoverflow.com/a/4680460/3636228
Also don't forget to set Alpha channel to 0 for every pixel that you want it to be transparent.
You see Direct2D does not support same transparency as it is used in VCL where you can simply set the transparent color and every pixel of that specific color is simply ignored.
If you take a look at the source of TDirect2DCanvas.CreateBitmap, you'll see:
...
if (Bitmap.PixelFormat <> pf32bit) or (Bitmap.AlphaFormat = afIgnored) then
BitmapProperties.pixelFormat.alphaMode := D2D1_ALPHA_MODE_IGNORE
else
BitmapProperties.pixelFormat.alphaMode := D2D1_ALPHA_MODE_PREMULTIPLIED;
So to make it work, you have to match the conditions:
bmp.PixelFormat := pf32bit;
bmp.AlphaFormat := TAlphaFormat.afPremultiplied;
Then you have to prepare the alpha channel of every pixel. In your case, red is transparent, so you should do something like this:
for y := 0 to bmp.Height - 1 do begin
Line := bmp.Scanline[y];
for x := 0 to bmp.Width - 1 do begin
if (line[x].r =255) and (line[x].g = 0) and (line[x].b = 0) then
Line[x].A := 0
else
Line[x].A := 255;
end;
Then it comes:
temp := AEventArgs.Canvas.CreateBitmap(BMP);
AEventArgs.Canvas.RenderTarget.DrawBitmap(temp);
Took me entire weekend to figure it out myself, hope it helps you or someone else.
I want to quickly resize an image (shrink/enlarge). The resulted image should be of high quality so I cannot use the classic StretchDraw or something like this. The JanFX and Graphics32 libraries offer high quality resamplers. The quality is high but they are terribly slow (seconds to process a 2000x1000 image).
I want to try FMX CreateThumbnail to see how fast it is:
FMX.Graphics.BMP.CreateThumbnail
I created a FMX bitmap in a VCL application and tried to assign a 'normal' bitmap to it.
fmxBMP.Assign(vclBMP);
But I get an error: Cannot assign TBitmap to a TBitmap. Obviously the two bitmaps are different.
My questions:
1. Are the image processing routines in FMX much faster then the normal VCL routines?
2. Most important: how can I assign a VCL bitmap to a FMX bitmap (and vice versa)?
You can use GDI+ scaling.
You can alter result quality and speed specifying different interpolation, pixel offset and smoothing modes defined in GDIPAPI.
uses
GDIPAPI,
GDIPOBJ;
procedure ScaleBitmap(Source, Dest: TBitmap; OutWidth, OutHeight: integer);
var
src, dst: TGPBitmap;
g: TGPGraphics;
h: HBITMAP;
begin
src := TGPBitmap.Create(Source.Handle, 0);
try
dst := TGPBitmap.Create(OutWidth, OutHeight);
try
g := TGPGraphics.Create(dst);
try
g.SetInterpolationMode(InterpolationModeHighQuality);
g.SetPixelOffsetMode(PixelOffsetModeHighQuality);
g.SetSmoothingMode(SmoothingModeHighQuality);
g.DrawImage(src, 0, 0, dst.GetWidth, dst.GetHeight);
finally
g.Free;
end;
dst.GetHBITMAP(0, h);
Dest.Handle := h;
finally
dst.Free;
end;
finally
src.Free;
end;
end;
I use the procedure below to create a JPG file from a TWebbrowser
That is resulting in a JPG looking OK
Then I load this JPG to a TcxImage control from DevExpress in order to print it. And that messes up my image so it isn't possible to see the map (it is a portion of a map from Google Maps)
The code for loading the image is
imgPrint.Picture.LoadFromFile(lImage);
I don't quite get why this is looking so bad already on screen.
I do it this way in order to be able to print the map.
It could also be done direct from the TWebBrowser but ther I have no control of the output size and adding my own headers and footers are tricky.
procedure TfrmJsZipExplorer.actSaveExecute(Sender: TObject);
var
ViewObject : IViewObject;
r : TRect;
Bitmap: TBitmap;
begin
if WebBrowser1.Document <> nil then
begin
WebBrowser1.Document.QueryInterface(IViewObject, ViewObject) ;
if Assigned(ViewObject) then
try
Bitmap := TBitmap.Create;
try
r := Rect(0, 0, WebBrowser1.Width, WebBrowser1.Height) ;
Bitmap.Height := WebBrowser1.Height;
Bitmap.Width := WebBrowser1.Width;
ViewObject.Draw(DVASPECT_CONTENT, 1, nil, nil, Application.Handle, bitmap.Canvas.Handle, #r, nil, nil, 0);
with TJPEGImage.Create do
try
Assign(Bitmap);
SaveToFile(lImagefile);
finally
Free;
end;
finally
Bitmap.Free;
end;
finally
ViewObject._Release;
end;
end;
end;
How to improve a saved JPEG image quality ?
You may set the CompressionQuality property of your saved image to the lowest compression, but highest image quality value. That will improve visual quality of the output image. Setting this property to 100 will result in better image quality, but larger file size:
with TJPEGImage.Create do
try
Assign(Bitmap);
CompressionQuality := 100;
SaveToFile(lImagefile);
finally
Free;
end;
It is necessary to use JPEG format for this image archive ?
If you're not limited only to JPEG format for you image archive, consider to use a different format, such as PNG. If you'd decide to use a PNG format with TPNGImage class, there's the CompressionLevel property, which allows you to specify the compression level of a saved image and which directly affects the size of the output file, but unlike the JPEG format compression with keeping the same visual quality. Setting this property to 9 will result in full compression to be used, which produces just smaller file size, the quality remains same as if no compression (0 value) would be used:
uses
PNGImage;
with TPNGImage.Create do
try
Assign(Bitmap);
CompressionLevel := 9;
SaveToFile(lImagefile);
finally
Free;
end;
I'm loading PNG images into FMX.Type.TBitmap in Delphi-XE2 Update3 FireMonkey HD application. How do I check if loaded PNG image has an alpha channel or not?
Currently if I load an image with an alpha channel it has alpha info in Bitmap.Scanline[Y]^[X] in a form of $AABBGGRR. However if I load PNG image without alpha the said record has only $00BBGGRR entries (AA = 0), just like an image with clear alpha. Hence the problem - how to determine if it is RGBA image with the alpha fully transparent or it is a RGB image (in this case I will process it to make the alpha fully opaque). Note: Checking through all pixels is not an option.
FMX TBitmap has no PixelFormat property, nor I could find HasAlpha flag.
You're probably not going to like this.
All bitmaps in FMX are 32-bit, and they are loaded and saved using code from the OS, which is all 32-bit.
So, the real answer is that all bitmaps have an alpha channel.
But, what you really want to know is whether the bitmap uses the alpha channel, and the only way to tell this would be to iterate over every pixel and see if any have an alpha channel which is <> 255.
I would recommmend something like the following (untested):
function TBitmap.IsAlpha(Bitmap: TBitmap): Boolean;
var
I, j: Integer;
Bits: PAlphaColorRecArray;
begin
Bits := PAlphaColorRecArray(StartLine);
for j := 0 to Height - 1 do
for I := 0 to Width - 1 do
begin
if Bits[I + (j * Width)].A <> 255 then
begin
Result := True;
EXIT;
end;
end;
Result := False;
end;
Following function checks if a PNG file has a transparency channel. This is easy, since the main PNG header has a fixed length and the data information block IHDR must be the first occurring block.
function PngHasAlphaLayer(f: String): Boolean;
var
fs: TFileStream;
colorType: Byte;
begin
fs := TFileStream.Create(f, fmOpenRead);
fs.Position := 25;
fs.Read(colorType, 1);
fs.Free;
Result := colorType and (1 shl 2) <> 0;
end;
So it is stored in the 26th byte (or 0x19 as hex), in the 3rd bit.
However, this function does not check for a valid file structure for simplicity reasons. So it should be used after the PNG image has been loaded to TBitmap and then its boolean value for transparency support could be stored e. g. in the Tag property of TImage (or wherever you want).