Problem in drawing a semi transparent PNG image on TBitmap object.
If the TBitmap's ,HandleType is set to bmDDB, then the canvas is drawn transparent.
But the problem is it doesn't work on all kinds of machines (for ex: Windows on apple computers).
When a TBitmap's HandleType property is set to bmDIB, canvas background is drawn white.
bmp.HandleType := bmDIB;
I tried setting Brush style to bsClear. But it draws the transparent pixels in black color.
How can I draw an image preserving its transparency and smooth curved edges.
Thanks
Pavan.
It is certainly possible to paint a bmDIB bitmap with transparent background to a canvas:
procedure TForm1.FormPaint(Sender: TObject);
var
Bmp: TBitmap;
begin
Bmp := TBitmap.Create;
try
Bmp.PixelFormat := pf32bit;
Bmp.HandleType := bmDIB;
Bmp.Width := 700;
Bmp.Height := 400;
Bmp.Transparent := TRUE;
Bmp.TransparentColor := clMaroon;
with Bmp.Canvas do begin
Brush.Color := clMaroon;
FillRect(Rect(0, 0, Bmp.Width, Bmp.Height));
Brush.Color := clBlue;
FillRect(Rect(42, 42, 200, 300));
end;
Canvas.Draw(12, 12, Bmp);
finally
Bmp.Free;
end;
end;
Note that the whole bitmap is filled first with the colour set as TransparentColor.
But for more control and speed you should look into a solution that is not as dependent on the GDI (which involves graphics card and driver capabilities), something like Graphics32.
Related
I need a little help...
I have a transparent PNG image in my application resources. Until now I was loading it in a TPngImage and draw it on the screen with Canvas.Draw(X, Y, PngImage);. And it was drawn transparently. Now I updated my application to be DpiAware and I need to scale all images. I need a quality resampler and I choose to use Graphics32. I managed to do the resampling but I don't know how to keep the transparecy... I try all that I cand think of... The result of the following code is the image drawn with black color in the transparent region...
Foto32, Buff: TBitmap32;
FotoPng: TPngImage;
constructor TForm.Create(AOwner: TComponent);
const BkgHeight = 380;
var Res: TKernelResampler;
SRect, DRect: TRect;
ImgWidth: Integer;
begin
inherited;
Buff:= TBitmap32.Create;
Res:= TKernelResampler.Create;
Res.Kernel:= TLanczosKernel.Create;
FotoPng:= TPngImage.Create;
FotoPng.Transparent:= True;
FotoPng.TransparentColor:= clBlack;
FotoPng.LoadFromResourceName(HInstance, 'BKG_FOTO');
Foto32:= TBitmap32.Create;
Foto32.DrawMode:= dmBlend;
Foto32.CombineMode:= cmMerge;
Foto32.OuterColor:= clBlack;
Foto32.Canvas.Brush.Style:= bsClear;
Foto32.SetSize(FotoPng.Width, FotoPng.Height);
FotoPng.Draw(Foto32.Canvas, Rect(0, 0, FotoPng.Width, FotoPng.Height));
ImgWidth:= Round(Real(Foto32.Width / Foto32.Height) * BkgHeight);
SRect:= Rect(0, 0, Foto32.Width, Foto32.Height);
Buff.DrawMode:= dmBlend;
Buff.CombineMode:= cmMerge;
Buff.OuterColor:= clBlack;
Buff.Canvas.Brush.Style:= bsClear;
Buff.SetSize(Scale(ImgWidth), Scale(BkgHeight));
DRect:= Rect(0, 0, Buff.Width, Buff.Height);
Res.Resample(Buff, DRect, DRect, Foto32, SRect, dmTransparent {dmBlend}, nil);
end;
procedure TForm.Paint;
begin
// ....
Buff.DrawTo(Canvas.Handle, X, Y);
end;
And this is my transparent PNG image compiled into resources:
https://postimg.cc/3yy3wrJB
I found here a similar question, but I don't use the image with a TImage, I draw it directly on the canvas. And in the single answer, David says:
Anyway, if that is so, I would combine the transparency support of
TImage with the re-sampling ability of TBitmap32 to build a solution
that way. Keep the original image in a TBitmap32 instance. Whenever
you need to load it into the TImage component, for example when
re-sizing, use TBitmap32 to perform an in-memory re-size and load that
re-sized image.
This is exactly what I'm trying to do, but I don't know why the transparecy is not working. Any ideas ?
Your issue seems to be an issue with drawing the Buffer to the screen. Bitmap32 uses StretchDIBits for painting which ignores the alpha channel.
You could use the AlphaBlend function in order to draw your image:
procedure TForm1.FormPaint(Sender: TObject);
var
BF: TBlendFunction;
begin
BF.BlendOp := AC_SRC_OVER;
BF.BlendFlags := 0;
BF.SourceConstantAlpha := 255;
BF.AlphaFormat := AC_SRC_ALPHA;
Winapi.Windows.AlphaBlend(Canvas.Handle, 0, 0, Buff.Width, Buff.Height,
Buff.Canvas.Handle, 0, 0, Buff.Width, Buff.Height, BF);
end;
Or convert your TBitmap32 to a Delphi TBitmap and paint that using the VCL:
procedure TForm1.FormPaint(Sender: TObject);
var
Bmp: TBitmap;
I: Integer;
begin
Bmp := TBitmap.Create;
try
Bmp.PixelFormat := pf32bit;
Bmp.AlphaFormat := afDefined;
Bmp.SetSize(Buff.Width, Buff.Height);
for I := 0 to Buff.Height - 1 do
Move(Buff.ScanLine[I]^, Bmp.ScanLine[I]^, Buff.Width * 4);
Canvas.Draw(0, 0, Bmp);
finally
Bmp.Free;
end;
end;
I'm trying to implement a layered painting system inside one of our internal components and I have problems blending bitmaps containing text.
Following code fragment shows the problem:
uses
GR32;
procedure DrawBitmaps;
var
bmp1: TBitmap32;
bmp2: TBitmap32;
begin
bmp1 := TBitmap32.Create;
bmp1.Width := 100;
bmp1.Height := 100;
bmp1.FillRect(0, 0, 100, 100, clWhite32);
bmp1.FillRect(0, 0, 80, 80, clTrGreen32);
bmp1.Font.Size := -16;
bmp1.Font.Color := clBlack;
bmp1.TextOut(2, 10, 'Green');
bmp1.SaveToFile('c:\0\bmp1.bmp');
bmp2 := TBitmap32.Create;
bmp2.Width := 80;
bmp2.Height := 80;
bmp2.FillRect(0, 0, 80, 80, clTrRed32);
bmp2.Font.Size := -16;
bmp2.Font.Color := clBlack;
bmp2.TextOut(2, 50, 'Red');
bmp2.SaveToFile('c:\0\bmp2.bmp');
bmp2.DrawMode := dmBlend;
bmp2.DrawTo(bmp1, 20, 20);
bmp1.SaveToFile('c:\0\bmpcombined.bmp');
bmp1.Free;
bmp2.Free;
end;
Resulting images:
bmp1:
bmp2:
bmpcombined:
As you can see, text is painted in black on bmp and bmp2, but appears white on bmpcombined.
I'm guessing the problem lies in TextOut which maps to Windows.ExtTextOut (via GR32_Backends_VCL.pas, TGDIBackend.Textout). That method doesn't handle transparency and paints text with alpha 00 (color is $000000 instead of $FF000000).
As a quick fix, setting bmp2.Font.Color to $FF000000 doesn't help.
bmp2.Font.Color := TColor(clBlack32);
I am using fresh sources from GitHub
How should I paint a non-transparent text on a semi-transparent background so that I could blend this into a larger picture?
As far as I remember the TextOut function was only meant as a direct way to add some text to the bitmap, lacking all the fixes you mentioned above.
In order to remain full control over transparency you might want to use
procedure TBitmap32.RenderText(X, Y: Integer; const Text: string; AALevel: Integer; Color: TColor32);
instead.
It uses the techniques you mentioned in your own answer, but on a more sophisticated level. It also allows you to use anti-aliasing (based on oversampling), but today it's not actually recommended to use any other anti-aliasing technique other than what the font-engine outputs (to take full advantage of font-hinting).
As you are using the latest source code you could also consider to use VPR to render the text (see example 'TextVPR'). It converts the outline of the text as vectors and use the vector drawing capabilities of Graphics32 (by default the engine 'VPR' is used, hence the name) to render it onto the screen. There's also a stripped down engine of AGG included, which itself is based on the FreeType1 engine, which might be slightly faster for fonts.
Speaking of performance: Keep in mind that every other approach than TextOut will obviously decrease the performance. So if you aim for high performance might better cook your own code (based on TextOut).
Otherwise the TextVPR approach leaves you with more freedom, especially when it comes to filling the text (with a gradient for example) or transforming the text (to a curve or such).
The best solution I could find requires three helper functions.
TransparentToOpaque changes all fully transparent pixels to opaque.
procedure TransparentToOpaque(bmp: TCustomBitmap32);
var
I: Integer;
D: PColor32Entry;
begin
D := PColor32Entry(#bmp.Bits[0]);
for I := 0 to bmp.Width * bmp.Height - 1 do begin
if D.A = 0 then
D.A := $FF;
Inc(D);
end;
bmp.Changed;
end;
FlipTransparency changes all fully transparent pixels to opaque and vice versa.
procedure FlipTransparency(bmp: TCustomBitmap32);
var
I: Integer;
D: PColor32Entry;
begin
D := PColor32Entry(#bmp.Bits[0]);
for I := 0 to bmp.Width * bmp.Height - 1 do begin
if D.A = 0 then
D.A := $FF
else if D.A = $FF then
D.A := 0;
Inc(D);
end;
bmp.Changed;
end;
MakeOpaque marks all pixels as opaque.
procedure MakeOpaque(bmp: TCustomBitmap32);
var
I: Integer;
D: PColor32Entry;
begin
D := PColor32Entry(#bmp.Bits[0]);
for I := 0 to bmp.Width * bmp.Height - 1 do begin
D.A := $FF;
Inc(D);
end;
bmp.Changed;
end;
Following tricks can then be applied.
After drawing text on the main image bmp1 which doesn't contain transparent pixels, code calls TransparentToOpaque to prevent problems with blending later on.
When drawing on a (semi)transparent bitmap bmp2, code creates yet another bitmap bmp3 and fills it with an opaque version of that (semi)transparent bitmap. This will ensure that font is aliased to correct colors in the TextOut call.
After the TextOut bmp3 contains opaque background and transparent text. FlipTransparency is then called to generate opaque text on a transparent background.
bmp3 is blended onto bmp2. This gives up opaque text on a (semi)transparent background.
bmp2 is blended onto bmp1.
Example code:
procedure TForm53.DrawBitmaps;
var
bmp1: TBitmap32;
bmp2: TBitmap32;
bmp3: TBitmap32;
begin
bmp1 := TBitmap32.Create;
bmp1.Width := 100;
bmp1.Height := 100;
bmp1.FillRect(0, 0, 100, 100, clWhite32);
bmp1.FillRect(0, 0, 80, 80, clTrGreen32);
bmp1.Font.Size := -16;
bmp1.Font.Color := clBlack;
bmp1.TextOut(2, 10, 'Green');
//Mark all fully transparent pixels (generated with TextOut) as opaque.
TransparentToOpaque(bmp1);
SaveBitmap32ToPNG(bmp1, 'c:\0\bmp1a.png');
bmp2 := TBitmap32.Create;
bmp2.Width := 80;
bmp2.Height := 80;
bmp2.FillRect(0, 0, 80, 80, clTrRed32);
//Create bitmap, large enough to contain drawn text (same size as original bitmap in this example).
bmp3 := TBitmap32.Create;
bmp3.Width := bmp2.Width;
bmp3.Height := bmp2.Height;
//Copy `bmp2` to `bmp3`.
bmp2.DrawMode := dmOpaque;
bmp2.DrawTo(bmp3, 0, 0);
//Mark all pixels as opaque (alpha = $FF)
MakeOpaque(bmp3);
//Draw text on `bmp3`. This will create proper aliasing.
bmp3.Font.Size := -16;
bmp3.Font.Color := clBlack;
bmp3.TextOut(2, 50, 'Red');
//Make all fully transparent pixels (TextOut) opaque and all fully opaque pixels
// (background coming from `bmp2`) transparent.
FlipTransparency(bmp3);
SaveBitmap32ToPNG(bmp3, 'c:\0\bmp3a.png');
//Blend `bmp3` on semi-transparent background (`bmp2`).
bmp3.DrawMode := dmBlend;
bmp3.DrawTo(bmp2, 0, 0);
SaveBitmap32ToPNG(bmp2, 'c:\0\bmp2a.png');
//Blend background + text onto main image.
bmp2.DrawMode := dmBlend;
bmp2.DrawTo(bmp1, 20, 20);
SaveBitmap32ToPNG(bmp1, 'c:\0\bmpcombineda.png');
bmp1.Free;
bmp2.Free;
bmp3.Free;
end;
Resulting images:
bmp1a:
bmp2a:
bmp3a:
bmpcombineda:
I have a TCard ( TGraphicControl component) and it has a property
background (TPicture)
I would like to be able to dim out or darken the background. Thus if i can play the card in the game then its normal. If i can not play the card in the game then its darken out. I have tried putting Tcard.enabled :=false Like you would a button, but it does not dim it out or darken the image / background.
Also I could not find a alphablend property for TPicture as i thought this might help.
With what property or component would i need to get this effect?
Handling Enabled
Following your example, the enabled state of TButton is drawn by Windows. For your own control, a visual reflection of a disabled state should be drawn by yourself. Within the overriden Paint routine this will simply mean:
if Enabled then
// draw enabled
else
// draw disabled;
The VCL takes care of handling a change of the Enabled property, since it calls Invalidate on the CM_ENABLEDCHANGED message.
Drawing dimmed
The most simple solution is to draw all that has to be drawn alphablended:
procedure TCard.Paint;
var
Tmp: TBitmap;
BlendFunc: TBlendFunction;
begin
if Enabled then
InternalPaint(Canvas)
else
begin
Tmp := TBitmap.Create;
try
Tmp.SetSize(Width, Height);
InternalPaint(Tmp.Canvas);
BlendFunc.BlendOp := AC_SRC_OVER;
BlendFunc.BlendFlags := 0;
BlendFunc.SourceConstantAlpha := 80;
BlendFunc.AlphaFormat := 0;
WinApi.Windows.AlphaBlend(Canvas.Handle, 0, 0, Width, Height,
Tmp.Canvas.Handle, 0, 0, Width, Height, BlendFunc);
finally
Tmp.Free;
end;
end;
end;
Wherein the InternalPaint routine does everything you are doing now, for example:
procedure TCard.InternalPaint(ACanvas: TCanvas);
var
R: TRect;
begin
R := ClientRect;
ACanvas.Brush.Color := clGray;
ACanvas.Rectangle(R);
InflateRect(R, -7, -7);
if (FPicture.Graphic <> nil) and (not FPicture.Graphic.Empty) then
ACanvas.StretchDraw(R, FPicture.Graphic);
end;
All this with the following result:
The SourceConstantAlpha factor (max 255) signifies by how much the temporarily bitmap is blended with the destination surface. The default color of the Canvas is the color of the Parent (assuming you do not interfere with erasing background or something), which is clBtnFace in the above image. If that destination is all white, then the bitmap is faded to white. If you would like a blending color or a darkened effect, then add these two lines before AlphaBlend:
Canvas.Brush.Color := clBlack; //or clMaroon
Canvas.FillRect(ClientRect);
How to completely disable transparency of given PNGObject? By the way I am using PNGImage unit of Version 1.564.
I don't think it's possible to permanently disable TPNGObject image transparency. Or at least I couldn't find a property for doing this. And it should have been controlled by a property since when you assign or load an image, the TPNGObject takes the image parameters (including transparency) from the image file assigned.
So as a workaround I would prefer to use the RemoveTransparency procedure after when you load or assign the image:
uses
PNGImage;
procedure TForm1.Button1Click(Sender: TObject);
var
PNGObject: TPNGObject;
begin
PNGObject := TPNGObject.Create;
try
PNGObject.LoadFromFile('C:\Image.png');
PNGObject.RemoveTransparency;
PNGObject.Draw(Canvas, Rect(0, 0, PNGObject.Width, PNGObject.Height));
finally
PNGObject.Free;
end;
end;
For just drawing a TPNGObject (Delphi PNGComponents library) to some background color (in example: white) with alpha blending, try this:
uses
PNGImage, PNGFunctions;
procedure TForm1.Button1Click(Sender: TObject);
var png: TPNGObject;
bmp: TBitmap;
begin
try
// load PNG
png := TPNGObject.Create;
png.LoadFromFile('MyPNG.png');
// create Bitmap
bmp := TBitmap.Create;
bmp.Width := png.Width;
bmp.Height := png.Height;
// set background color to whatever you want
bmp.Canvas.Brush.Color := clWhite;
bmp.Canvas.FillRect(Rect(0, 0, png.Width, png.Height));
// draw PNG on Bitmap with alpha blending
DrawPNG(png, bmp.Canvas, Rect(0, 0, png.Width, png.Height), []);
// save Bitmap
bmp.SaveToFile('MyBMP.bmp');
finally
FreeAndNil(png);
FreeAndNil(bmp);
end;
end;
To use the DrawPNG procedure you have to include the PNGFunctions unit.
I am building an application that has "virtual windows". The output is TImage object.
1) The application loads window skin files into TPNGObject's:
2) Then application has to create a new blank TPNGObject, and resize the skin files to needed sizes and draw them on that blank image. Should look something like this:
3) And the final output on TImage:
The problem is that I do know how to create a completely blank off screen image. Of course I could simply render the skin files on to TImage each time, but it's easier and better to resize skin files and create the window once, instead.
I'm using the PNG Library by Gustavo Daud, version 1.564 (31st July, 2006).
The below uses CreatePNG procedure of 'pngfunctions.pas' of Martijn Sally, from an extension library (pngcomponents) to pngimage.
var
Bmp, Mask: TBitmap;
PNG: TPNGObject;
begin
Bmp := TBitmap.Create;
Bmp.PixelFormat := pf24bit;
Bmp.SetSize(64, 64);
Bmp.Canvas.Brush.Color := clBtnFace;
Bmp.Canvas.Font.Color := clRed;
Bmp.Canvas.Font.Size := 24;
Bmp.Canvas.TextOut(4, 10, 'text');
Mask := TBitmap.Create;
Mask.PixelFormat := pf24bit;
Mask.Canvas.Brush.Color := clBlack;
Mask.SetSize(64, 64);
Mask.Canvas.Font.Color := clWhite;
Mask.Canvas.Font.Size := 24;
Mask.Canvas.TextOut(4, 10, 'text');
PNG := TPNGObject.Create;
CreatePNG(Bmp, Mask, PNG, False);
PNG.Draw(Canvas, Rect(10, 10, 74, 74));
// finally, free etc...
Here's the output (black, white squares are TShapes):
My other answer is another alternative which I suggest. However your question still poses an issue: The PNG library must either have a bug which is preventing any canvas drawing from being visible (after using CreateBlank constructor with COLOR_RGBALPHA as color type) or we're all missing something.
It looks like the only workaround that I can see is (as you mention in your edit) use a Bitmap to do your drawing instead. Use the transparent properties of this bitmap (Transparent: Bool and TransparentColor: TColor) to set up the transparent area of your image, then when you need a transparent PNG, just copy that bitmap over to the new PNG object...
BMP.Width:= 100;
BMP.Height:= 100;
BMP.Transparent:= True;
BMP.TransparentColor:= clWhite;
BMP.Canvas.Brush.Style:= bsSolid;
BMP.Canvas.Brush.Color:= clWhite;
BMP.Canvas.FillRect(BMP.Canvas.ClipRect);
BMP.Canvas.Brush.Color:= clBlue;
BMP.Canvas.Ellipse(10, 10, 90, 90);
PNG.Assign(BMP);
And the white area of the image should be transparent. There are other ways of accomplishing the transparent area, but that's another subject.
Image:
Is this what you're trying to do?
I apologize to people that I messed their heads up.
It turns out CreateBlank works as wanted. The problem was that I was drawing PNG on PNG canvas (PNG.Canvas.Draw). Canvas doesn't really support transparency. To draw a translucent PNG on another PNG you will need a procedure/function that merges those both layers together. With some googling I ended up with this procedure:
procedure MergePNGLayer(Layer1, Layer2: TPNGObject; Const aLeft, aTop: Integer);
var
x, y: Integer;
SL1, SL2, SLBlended: pRGBLine;
aSL1, aSL2, aSLBlended: PByteArray;
blendCoeff: single;
blendedPNG, Lay2buff: TPNGObject;
begin
blendedPNG := TPNGObject.Create;
blendedPNG.Assign(Layer1);
Lay2buff:=TPNGObject.Create;
Lay2buff.Assign(Layer2);
SetPNGCanvasSize(Layer2, Layer1.Width, Layer1.Height, aLeft, aTop);
for y := 0 to Layer1.Height - 1 do
begin
SL1 := Layer1.Scanline[y];
SL2 := Layer2.Scanline[y];
aSL1 := Layer1.AlphaScanline[y];
aSL2 := Layer2.AlphaScanline[y];
SLBlended := blendedPNG.Scanline[y];
aSLBlended := blendedPNG.AlphaScanline[y];
for x := 0 to Layer1.Width - 1 do
begin
blendCoeff:=aSL1[x] * 100/255/100;
aSLBlended[x] := round(aSL2[x] + (aSL1[x]-aSL2[x]) * blendCoeff);
SLBlended[x].rgbtRed := round(SL2[x].rgbtRed + (SL1[x].rgbtRed-SL2[x].rgbtRed) * blendCoeff);
SLBlended[x].rgbtGreen := round(SL2[x].rgbtGreen + (SL1[x].rgbtGreen-SL2[x].rgbtGreen) * blendCoeff);
SLBlended[x].rgbtBlue := round(SL2[x].rgbtBlue + (SL1[x].rgbtBlue-SL2[x].rgbtBlue) * blendCoeff);
end;
end;
Layer1.Assign(blendedPNG);
Layer2.Assign(Lay2buff);
blendedPNG.Free;
Lay2buff.Free;
end;
Usage:
var
PNG1, PNG2: TPNGObject;
begin
PNG1 := TPNGObject.CreateBlank(COLOR_RGBALPHA, 16, 500, 500);
PNG2 := TPNGObject.Create;
PNG2.LoadFromFile('...*.png');
MergePNGLayer(PNG1, PNG2, 0, 0);
// PNG1 is the output
And again, I am really sorry to users that wanted to help, but couldn't due to not understanding me.
I don't have answer to this question but I figured out how to get same result with any PNG editor. I have created blank 1000x1000 PNG image and saved it in my application directory. Then I open this image in my program and resize image to needed sizes (smaller of course) and that's the trick.