How to create Win32 HBITMAP from pixelbuffer - winapi

I am try to create an HBITMAP from pixel buffer and display it. Here is my code to create the HBITMAP
char buffer[640 * 480 * 3];
memset(buffer, 255, 640 * 480 * 3);
BITMAPINFO bm = { sizeof(BITMAPINFOHEADER),
640,
480, 1, 24,
BI_RGB, 640 * 480 * 3, 0, 0, 0, 0 };
HBITMAP imageBmp = CreateDIBSection(hdc, &bm, DIB_RGB_COLORS, (void**)buffer, 0, 0);
if (imageBmp == NULL) {
DWORD lastError = GetLastError();
return;
}
Here is the code to display it:
HDC imageDC = CreateCompatibleDC(NULL); // create an offscreen DC
SelectObject(imageDC, imageBmp); // put the loaded image into our DC
RECT rect;
GetClientRect(hDlg, &rect);
BitBlt(
hdc, // tell it we want to draw to the screen
0, 0, // as position 0,0 (upper-left corner)
rect.right - rect.left, // width of the rect to draw
rect.bottom - rect.top, // height of the rect
imageDC, // the DC to get the rect from (our image DC)
0, 0, // take it from position 0,0 in the image DC
SRCCOPY // tell it to do a pixel-by-pixel copy
);
I am expecting to see a white image, but what I got was a black window screen. I am pretty sure my display code is correct, but do not know why the code to create HBITMAP was wrong.

CreateDIBSection already returns an allocated buffer through the ppvBits argument to you, so it overwrites your buffer variable. From the docs (emphasis mine):
ppvBits A pointer to a variable that receives a pointer to the
location of the DIB bit values.
Fixes required to your code:
Remove code to create an array.
Pass the address of a pointer for the ppvBits parameter.
Set the pixels only after a successfull call to CreateDIBSection.
char* buffer = NULL;
BITMAPINFO bm = { sizeof(BITMAPINFOHEADER),
640,
480, 1, 24,
BI_RGB, 640 * 480 * 3, 0, 0, 0, 0 };
HBITMAP imageBmp = CreateDIBSection(hdc, &bm, DIB_RGB_COLORS, (void**) &buffer, 0, 0);
if (imageBmp == NULL) {
DWORD lastError = GetLastError();
return;
}
memset(buffer, 255, 640 * 480 * 3);
Note:
Make sure that in production code, you properly calculate the size by aligning the bitmap width to the next DWORD boundary, as described by the article "DIBs and Their Use":
Calculating the size of a bitmap is not difficult:
biSizeImage = ((((biWidth * biBitCount) + 31) & ~31) >> 3) * biHeight
The crazy roundoffs and shifts account for the bitmap being
DWORD-aligned at the end of every scanline.
In your sample, 640 * 480 * 3 gives the correct result only because the width of 640 is already divisable by 4. For a width of 641 your formula would fail, while the formula cited from the article would give the correct result.

Related

HBITMAP or HDC to uint8[]

I have obtained a screenshot by doing the following:
GetDesktopWindow
GetDC
GetClientRect
CreateCompatibleBitmap
This gives me a HBITMAP, I can optionally take it to HDC with:
CreateCompatibleDC
My goal was to end up with a uint8 byte array from either step 4 (CreateCompatibleBitmap) or step 5 (CreateCompatibleDC) is this possible?
Thanks
You need to create a new DC with CreateCompatibleDC(), create a DIB (device-independent bitmap) for this DC with CreateDIBSection(), select the DIB in the new DC with SelectObject(), then copy from your original DC to the new DC with BitBlt(). The pointer retrieved by the CreateDIBSection will point to the raw data. This data is allocated by the system, which means you don't need to allocate it yourself, but it will be freed when you call DeleteObject() for the DIB.
Here is an example in C :
HDC hdcMemoryDC = CreateCompatibleDC(yourDC);
BITMAPINFO bmi;
memset(&bmi, 0, sizeof(BITMAPINFO));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = width;
bmi.bmiHeader.biHeight = -height; // top-down
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
HBITMAP hbmp;
COLORREF *pixelBuffer;
hbmp = CreateDIBSection( hdcMemoryDC, &bmi, DIB_RGB_COLORS, (VOID**)&pixelBuffer, NULL, 0 );
SelectObject( hdcMemoryDC, hbmp );
BitBlt( hdcMemoryDC, 0, 0, width, height, yourDC, 0, 0, SRCCOPY );

Rendering Windows screenshot capture bitmap as DirectX texture

I'm making progress developing a '3d desktop' directx app that needs to display the current contents of a desktop window (e.g. "Calculator") as a 2D texture on a rectangular surface in directx (11). I'm sooo close but really struggling with the screenshot BMP -> Texture2D step. I do have screenshot->HBITMAP and DDSFile->rendered texture successfully working but can't complete the screenshot->rendered texture.
So far I have working the 'capture the window as a screenshot' bit:
RECT user_window_rectangle;
HWND user_window = FindWindow(NULL, TEXT("Calculator"));
GetClientRect(user_window, &user_window_rectangle);
HDC hdcScreen = GetDC(NULL);
HDC hdc = CreateCompatibleDC(hdcScreen);
UINT screenshot_width = user_window_rectangle.right - user_window_rectangle.left;
UINT screenshot_height = user_window_rectangle.bottom - user_window_rectangle.top;
hbmp = CreateCompatibleBitmap(hdcScreen, screenshot_width, screenshot_height);
SelectObject(hdc, hbmp);
PrintWindow(user_window, hdc, PW_CLIENTONLY);
At this point I have the window bitmap referenced by HBITMAP hbmp.
Also working is my code to render a DDS file as a texture on a directx/3d rectangle:
ID3D11Device *dev;
ID3D11DeviceContext *dev_context;
...
dev_context->PSSetShaderResources(0, 1, &shader_resource_view);
dev_context->PSSetSamplers(0, 1, &tex_sampler_state);
...
DirectX::TexMetadata tex_metadata;
DirectX::ScratchImage image;
hr = LoadFromDDSFile(L"Earth.dds", DirectX::DDS_FLAGS_NONE, &tex_metadata, image);
hr = CreateShaderResourceView(dev, image.GetImages(), image.GetImageCount(), tex_metadata, &shader_resource_view);
Pixel shader is:
Texture2D ObjTexture
SamplerState ObjSamplerState
float4 PShader(float4 pos : SV_POSITION, float4 color : COLOR, float2 tex : TEXCOORD) : SV_TARGET\
{
return ObjTexture.Sample( ObjSamplerState, tex );
}
The samplerstate (defaulting to linear) is:
D3D11_SAMPLER_DESC sampler_desc;
ZeroMemory(&sampler_desc, sizeof(sampler_desc));
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = dev->CreateSamplerState(&sampler_desc, &tex_sampler_state);
Question: how do I replace the LoadFromDDSFile bit with some equivalent that takes the HBITMAP from the windows screencapture and ends up with it on the graphics card as ObjTexture ?
Below is my best shot of bridging from the screenshot HBITMAP hbmp to the shader resource screenshot_texture, but it gives a memory access violation from the graphics driver (I think due to my "data.pSysmem = &bmp.bmBits", but no idea really):
GetObject(hbmp, sizeof(BITMAP), (LPSTR)&bmp)
D3D11_TEXTURE2D_DESC screenshot_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, bmp.bmWidth, bmp.bmHeight, 1,
1,
D3D11_BIND_SHADER_RESOURCE
);
int bytes_per_pixel = 4;
D3D11_SUBRESOURCE_DATA data;
ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = &bmp.bmBits; //pixel buffer
data.SysMemPitch = bytes_per_pixel * bmp.bmWidth;// line size in byte
data.SysMemSlicePitch = bytes_per_pixel * bmp.bmWidth * bmp.bmHeight;// total buffer size in byte
hr = dev->CreateTexture2D(
&screenshot_desc, //texture format
&data, // pixel buffer use to fill the texture
&screenshot_texture // created texture
);
:::::::::::::::::::::::::SOLUTION::::::::::::::::::::::::::::::::::::::::::
The main issue was trying to use &bmp.bmBits directly as a pixel buffer caused memory conflicts within the graphics driver - this was resolved by using 'malloc' to allocate an appropriately sized block of memory to store the pixel data. Thanks to Chuck Walbourn for helping with my poking around in the dark to work out how the pixel data is actually stored (it was actually 32 bits/pixel by default). It's still possible/likely some of code is relying on luck to read the pixel data correctly, but it's been improved with Chuck's input.
My basic technique was;
FindWindow to get the client window on the desktop
CreateCompatibleBitmap and SelectObject and PrintWindow to get a HBITMAP to the snapshot
malloc to allocate the correct amount of space for a (byte*)pixel buffer
GetDIBits to populate the (byte*)pixel buffer from the HBITMAP
CreateTexture2D to build the texture buffer
CreateShaderResourceView to map the texture to the graphics pixel shader
So working code to screenshot a windows desktop window and pass that as a texture to a direct3d app is:
RECT user_window_rectangle;
HWND user_window = FindWindow(NULL, TEXT("Calculator")); //the window can't be min
if (user_window == NULL)
{
MessageBoxA(NULL, "Can't find Calculator", "Camvas", MB_OK);
return;
}
GetClientRect(user_window, &user_window_rectangle);
//create
HDC hdcScreen = GetDC(NULL);
HDC hdc = CreateCompatibleDC(hdcScreen);
UINT screenshot_width = user_window_rectangle.right - user_window_rectangle.left;
UINT screenshot_height = user_window_rectangle.bottom - user_window_rectangle.top;
hbmp = CreateCompatibleBitmap(hdcScreen, screenshot_width, screenshot_height);
SelectObject(hdc, hbmp);
//Print to memory hdc
PrintWindow(user_window, hdc, PW_CLIENTONLY);
BITMAPINFOHEADER bmih;
ZeroMemory(&bmih, sizeof(BITMAPINFOHEADER));
bmih.biSize = sizeof(BITMAPINFOHEADER);
bmih.biPlanes = 1;
bmih.biBitCount = 32;
bmih.biWidth = screenshot_width;
bmih.biHeight = 0-screenshot_height;
bmih.biCompression = BI_RGB;
bmih.biSizeImage = 0;
int bytes_per_pixel = bmih.biBitCount / 8;
BYTE *pixels = (BYTE*)malloc(bytes_per_pixel * screenshot_width * screenshot_height);
BITMAPINFO bmi = { 0 };
bmi.bmiHeader = bmih;
int row_count = GetDIBits(hdc, hbmp, 0, screenshot_height, pixels, &bmi, DIB_RGB_COLORS);
D3D11_TEXTURE2D_DESC screenshot_desc = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_B8G8R8A8_UNORM, // format
screenshot_width, // width
screenshot_height, // height
1, // arraySize
1, // mipLevels
D3D11_BIND_SHADER_RESOURCE, // bindFlags
D3D11_USAGE_DYNAMIC, // usage
D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
1, // sampleCount
0, // sampleQuality
0 // miscFlags
);
D3D11_SUBRESOURCE_DATA data;
ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = pixels; // texArray; // &bmp.bmBits; //pixel buffer
data.SysMemPitch = bytes_per_pixel * screenshot_width;// line size in byte
data.SysMemSlicePitch = bytes_per_pixel * screenshot_width * screenshot_height;
hr = dev->CreateTexture2D(
&screenshot_desc, //texture format
&data, // pixel buffer use to fill the texture
&screenshot_texture // created texture
);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = screenshot_desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MostDetailedMip = screenshot_desc.MipLevels;
dev->CreateShaderResourceView(screenshot_texture, NULL, &shader_resource_view);
You are making a lot of assumptions here that the BITMAP returned is actually in 32-bit RGBA form. It is likely not at all in that format, and in any case you need to validate the contents of bmPlanes to be 1 and bmBitsPixel to be 32 if you are assuming it is 4-bytes per pixel. You should read more about the BMP format.
BMPs uses BGRA order, so you can use DXGI_FORMAT_B8G8R8A8_UNORM for the case of bmBitsPixel being 32.
Secondly, you need to derive pitch from bmWidthBytes and not bmWidth.
data.pSysMem = &bmp.bmBits; //pixel buffer
data.SysMemPitch = bmp.bmWidthBytes;// line size in byte
data.SysMemSlicePitch = bmp.bmWidthBytes * bmp.bmHeight;// total buffer size in byte
If bmBitsPixel is 24, there is no DXGI format equivalent to that. You have to copy the data to a 32-bit format such as DXGI_FORMAT_B8G8R8X8_UNORM.
If bmBitsPixel is 15 or 16, you can use DXGI_FORMAT_B5G5R5A1_UNORM on a system with Direct3D 11.1, but remember that 16-bit DXGI formats are not always supported depending on the driver. Otherwise you'll have to convert this data to something else.
For bmBitsPixel values of 1, 2, 4, or 8 you have to convert them as there are no DXGI texture formats that are equivalent.
The main issue was trying to use &bmp.bmBits directly as a pixel buffer caused memory conflicts within the graphics driver - this was resolved by using 'malloc' to allocate an appropriately sized block of memory to store the pixel data. Thanks to Chuck Walbourn for helping with my poking around in the dark to work out how the pixel data is actually stored (it was actually 32 bits/pixel by default). It's still possible/likely some of code is relying on luck to read the pixel data correctly, but it's been improved with Chuck's input.
My basic technique was;
FindWindow to get the client window on the desktop
CreateCompatibleBitmap and SelectObject and PrintWindow to get a HBITMAP to the snapshot
malloc to allocate the correct amount of space for a (byte*)pixel buffer
GetDIBits to populate the (byte*)pixel buffer from the HBITMAP
CreateTexture2D to build the texture buffer
CreateShaderResourceView to map the texture to the graphics pixel shader
So working code to screenshot a windows desktop window and pass that as a texture to a direct3d app is:
RECT user_window_rectangle;
HWND user_window = FindWindow(NULL, TEXT("Calculator")); //the window can't be min
if (user_window == NULL)
{
MessageBoxA(NULL, "Can't find Calculator", "Camvas", MB_OK);
return;
}
GetClientRect(user_window, &user_window_rectangle);
//create
HDC hdcScreen = GetDC(NULL);
HDC hdc = CreateCompatibleDC(hdcScreen);
UINT screenshot_width = user_window_rectangle.right - user_window_rectangle.left;
UINT screenshot_height = user_window_rectangle.bottom - user_window_rectangle.top;
hbmp = CreateCompatibleBitmap(hdcScreen, screenshot_width, screenshot_height);
SelectObject(hdc, hbmp);
//Print to memory hdc
PrintWindow(user_window, hdc, PW_CLIENTONLY);
BITMAPINFOHEADER bmih;
ZeroMemory(&bmih, sizeof(BITMAPINFOHEADER));
bmih.biSize = sizeof(BITMAPINFOHEADER);
bmih.biPlanes = 1;
bmih.biBitCount = 32;
bmih.biWidth = screenshot_width;
bmih.biHeight = 0-screenshot_height;
bmih.biCompression = BI_RGB;
bmih.biSizeImage = 0;
int bytes_per_pixel = bmih.biBitCount / 8;
BYTE *pixels = (BYTE*)malloc(bytes_per_pixel * screenshot_width * screenshot_height);
BITMAPINFO bmi = { 0 };
bmi.bmiHeader = bmih;
int row_count = GetDIBits(hdc, hbmp, 0, screenshot_height, pixels, &bmi, DIB_RGB_COLORS);
D3D11_TEXTURE2D_DESC screenshot_desc = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_B8G8R8A8_UNORM, // format
screenshot_width, // width
screenshot_height, // height
1, // arraySize
1, // mipLevels
D3D11_BIND_SHADER_RESOURCE, // bindFlags
D3D11_USAGE_DYNAMIC, // usage
D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
1, // sampleCount
0, // sampleQuality
0 // miscFlags
);
D3D11_SUBRESOURCE_DATA data;
ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = pixels; // texArray; // &bmp.bmBits; //pixel buffer
data.SysMemPitch = bytes_per_pixel * screenshot_width;// line size in byte
data.SysMemSlicePitch = bytes_per_pixel * screenshot_width * screenshot_height;
hr = dev->CreateTexture2D(
&screenshot_desc, //texture format
&data, // pixel buffer use to fill the texture
&screenshot_texture // created texture
);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = screenshot_desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MostDetailedMip = screenshot_desc.MipLevels;
dev->CreateShaderResourceView(screenshot_texture, NULL, &shader_resource_view);

AlphaBlend and 16-bit color mode

Win32 graphics is not my gig, but I have to do some alpha blending. The following code works fine in 32-bit color mode but displays nothing except the white background in 16-bit mode. Sorry for the length, but I don't know where it's going wrong. This is as compact as I could make it.
hbm is a 32-bit ARGB bitmap with varying per-pixel alpha, size 16x16 (so, cx = cy = 16).
// Create a memory DC to construct the bits
HDC hdc = GetDC(hWnd);
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmMem = CreateBitmap(cx, cy, 1, 32, NULL);
SelectObject(hdcMem, hbmMem);
// Fill the BG
RECT rc = { 0, 0, cx, cy };
FillRect(hdcMem, &rc, (HBRUSH)GetStockObject(WHITE_BRUSH));
// Get the bitmap bits
BITMAPINFO bmi;
ZeroMemory(&bmi, sizeof(bmi));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = cx;
bmi.bmiHeader.biHeight = cy;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
std::unique_ptr<BYTE[]> pvBits(new BYTE[cx * cy * 4]);
GetDIBits(hdcMem, hbm, 0, cy, reinterpret_cast<void*>(pvBits.get()), &bmi, DIB_RGB_COLORS);
// Premultiply all color channel values by the per-pixel alpha.
int ctPixels = cx * cy;
BYTE *prgba = pvBits.get();
for (int i = 0; i < ctPixels; ++i)
{
int alpha = *(prgba + 3);
for (int j = 0; j <= 2; ++j)
{
int k = *prgba;
*prgba++ = k * alpha / 255;
}
++prgba;
}
// Put the new bits back
SetDIBits(hdcMem, hbm, 0, cy, reinterpret_cast<void*>(pvBits.get()), &bmi, DIB_RGB_COLORS);
// Alpha blend into memory DC
HDC hdcSrc = CreateCompatibleDC(hdcMem);
HBITMAP hbmOld = static_cast<HBITMAP>(SelectObject(hdcSrc, hbm));
BLENDFUNCTION bfn = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };
AlphaBlend(hdcMem, 0, 0, cx, cy, hdcSrc, 0, 0, cx, cy, bfn);
SelectObject(hdcSrc, hbmOld);
DeleteDC(hdcSrc);
// Blit the memory DC to the screen
BitBlt(hdc, 0, 0, cx, cy, hdcMem, 0, 0, SRCCOPY);
I have some vague suspicions about CreateCompatibleDC but other than that I'm flying blind.
Any help appreciated. TIA.
According to Microsoft's documentation per pixel alpha values are only supported with 32-bit bitmaps. SetDIBits converts your 32-bit DIB into a 16-bit DDB if the display using 16-bit colour, and a 16-bit DDB has no space to store alpha values. You'll have to set bfn.SourceConstantAlpha to your alpha value instead to get this to work. You won't need to premultiply your bitmap in that case either.

How to capture screen bitmap correctly in 16/24/32 bit color

I am capturing particular portion of desktop window in a bitmap and trying to print
BGR pixel color value. This captured portion of desktop window is completely filled with 16, 0, 16 color.
When I capture and print the data when my window color depth is 32 everything is right,
but if my window is in 24/16 bit color mode then I am getting different pixel values instead of 16, 0, 16.
I am capturing screen left = 150, top = 150, right = 200, bottom = 200.
*********CAPTURING AN IMAGE FROM DESKTOP*********
iLeft = 150;
iTop = 150;
iRight = iLeft + 50;
iBottom = iTop + 50;
/*
HDC hdcScreen;
HDC hdcWindow;
HDC hdcMemDC = NULL;
HBITMAP hbmScreen = NULL;
BITMAP bmpScreen;
// Retrieve the handle to a display device context for the client
// area of the window.
hdcScreen = GetDC(NULL);
hdcWindow = GetDC(hWnd);
// Create a compatible DC which is used in a BitBlt from the window DC
hdcMemDC = CreateCompatibleDC(hdcWindow);
if(!hdcMemDC)
{
MessageBox(hWnd, L"CreateCompatibleDC has failed",L"Failed", MB_OK);
goto done;
}
// Get the client area for size calculation
RECT rcClient;
GetClientRect(hWnd, &rcClient);
//This is the best stretch mode
SetStretchBltMode(hdcWindow,HALFTONE);
//The source DC is the entire screen and the destination DC is the current window (HWND)
if(!StretchBlt(hdcWindow,
0,0,
rcClient.right, rcClient.bottom,
hdcScreen,
0,0,
GetSystemMetrics (SM_CXSCREEN),
GetSystemMetrics (SM_CYSCREEN),
SRCCOPY))
{
MessageBox(hWnd, L"StretchBlt has failed",L"Failed", MB_OK);
goto done;
}
// Create a compatible bitmap from the Window DC
hbmScreen = CreateCompatibleBitmap(hdcWindow, rcClient.right-rcClient.left, rcClient.bottom-rcClient.top);
if(!hbmScreen)
{
MessageBox(hWnd, L"CreateCompatibleBitmap Failed",L"Failed", MB_OK);
goto done;
}
// Select the compatible bitmap into the compatible memory DC.
SelectObject(hdcMemDC,hbmScreen);
// Bit block transfer into our compatible memory DC.
if(!BitBlt(hdcMemDC,
0,0,
rcClient.right-rcClient.left, rcClient.bottom-rcClient.top,
hdcWindow,
0,0,
SRCCOPY))
{
MessageBox(hWnd, L"BitBlt has failed", L"Failed", MB_OK);
goto done;
}
// Get the BITMAP from the HBITMAP
GetObject(hbmScreen,sizeof(BITMAP),&bmpScreen);
BITMAPFILEHEADER bmfHeader;
BITMAPINFOHEADER bi;
bi.biSize = sizeof(BITMAPINFOHEADER);
bi.biWidth = bmpScreen.bmWidth;
bi.biHeight = bmpScreen.bmHeight;
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
DWORD dwBmpSize = ((bmpScreen.bmWidth * bi.biBitCount + 31) / 32) * 4 * bmpScreen.bmHeight;
// 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.
HANDLE hDIB = GlobalAlloc(GHND,dwBmpSize);
char *lpbitmap = (char *)GlobalLock(hDIB);
// Gets the "bits" from the bitmap and copies them into a buffer
// which is pointed to by lpbitmap.
GetDIBits(hdcWindow, hbmScreen, 0,
(UINT)bmpScreen.bmHeight,
lpbitmap,
(BITMAPINFO *)&bi, DIB_RGB_COLORS);
// A file is created, this is where we will save the screen capture.
HANDLE hFile = CreateFile(L"captureqwsx.bmp",
GENERIC_WRITE,
0,
NULL,
CREATE_ALWAYS,
FILE_ATTRIBUTE_NORMAL, NULL);
// Add the size of the headers to the size of the bitmap to get the total file size
DWORD dwSizeofDIB = dwBmpSize + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
//Offset to where the actual bitmap bits start.
bmfHeader.bfOffBits = (DWORD)sizeof(BITMAPFILEHEADER) + (DWORD)sizeof(BITMAPINFOHEADER);
//Size of the file
bmfHeader.bfSize = dwSizeofDIB;
//bfType must always be BM for Bitmaps
bmfHeader.bfType = 0x4D42; //BM
DWORD dwBytesWritten = 0;
WriteFile(hFile, (LPSTR)&bmfHeader, sizeof(BITMAPFILEHEADER), &dwBytesWritten, NULL);
WriteFile(hFile, (LPSTR)&bi, sizeof(BITMAPINFOHEADER), &dwBytesWritten, NULL);
WriteFile(hFile, (LPSTR)lpbitmap, dwBmpSize, &dwBytesWritten, NULL);
//Unlock and Free the DIB from the heap
GlobalUnlock(hDIB);
GlobalFree(hDIB);
//Close the handle for the file that was created
CloseHandle(hFile);
//Clean up
done:
DeleteObject(hbmScreen);
DeleteObject(hdcMemDC);
ReleaseDC(NULL,hdcScreen);
ReleaseDC(hWnd,hdcWindow);
return 0;
*/
//#if 0
HDC hdcScreen;
// HDC hdcWindow;
HDC hdcMemDC = NULL;
HBITMAP hbmScreen = NULL;
HRGN rgn = NULL;
BITMAP bmpScreen;
// Retrieve the handle to a display device context for the client
// area of the window.
hdcScreen = GetDC(NULL);
//hdcWindow = GetDC(hWnd);
//if(g_hdcMemDC == NULL)
{
// Create a compatible DC which is used in a BitBlt from the window DC
hdcMemDC = CreateCompatibleDC(hdcScreen);
if(!hdcMemDC)
{
//MessageBox(hWnd, L"CreateCompatibleDC has failed",L"Failed", MB_OK);
goto done;
}
// Get the client area for size calculation
//RECT rcClient;
//GetClientRect(hWnd, &rcClient);
//This is the best stretch mode
SetStretchBltMode(hdcMemDC,HALFTONE);
// Create a compatible bitmap from the Window DC
hbmScreen = CreateCompatibleBitmap(hdcScreen, iRight - iLeft, iBottom - iTop);
if(!hbmScreen)
{
//MessageBox(hWnd, L"CreateCompatibleBitmap Failed",L"Failed", MB_OK);
goto done;
}
// Select the compatible bitmap into the compatible memory DC.
SelectObject(hdcMemDC,hbmScreen);
}
//The source DC is the entire screen and the destination DC is the current window (HWND)
/* if(!StretchBlt(hdcWindow,
0,0,
rcClient.right, rcClient.bottom,
hdcScreen,
0,0,
GetSystemMetrics (SM_CXSCREEN),
GetSystemMetrics (SM_CYSCREEN),
SRCCOPY))
{
MessageBox(hWnd, L"StretchBlt has failed",L"Failed", MB_OK);
goto done;
}
*/
// Bit block transfer into our compatible memory DC.
if(!StretchBlt(hdcMemDC,
0,0,
iRight - iLeft,
iBottom - iTop,
hdcScreen,
iLeft,iTop,
iRight - iLeft,
iBottom - iTop,
SRCCOPY))
{
// MessageBox(hWnd, L"StretchBlt has failed",L"Failed", MB_OK);
goto done;
}
}
*******************FUNCTION FOR GETTING THE BITMAP RAW DATA POINTER***********
BYTE* Get24BitPixels(HDC dcDesktop, HBITMAP pBitmap, WORD *pwWidth, WORD *pwHeight, WORD * pReminderWidth)
{
// a bitmap object just to get bitmap width and height
BITMAP bmpBmp;
// pointer to original bitmap info
LPBITMAPINFO pbmiInfo;
// bitmap info will hold the new 24bit bitmap info
BITMAPINFO bmiInfo;
// width and height of the bitmap
WORD wBmpWidth ; WORD wBmpHeight;
// ---------------------------------------------------------
// get some info from the bitmap
// ---------------------------------------------------------
GetObject(pBitmap, sizeof(bmpBmp),&bmpBmp);
pbmiInfo = (LPBITMAPINFO)&bmpBmp;
//get width and height
wBmpWidth = (WORD)pbmiInfo->bmiHeader.biWidth;
int iReminderWidth = (wBmpWidth%4);
//wBmpWidth -= (wBmpWidth%4); // width is 4 byte boundary aligned.
wBmpHeight = (WORD)pbmiInfo->bmiHeader.biHeight;
// copy to caller width and height parms
*pwWidth = wBmpWidth;
*pwHeight = wBmpHeight;
wBmpWidth += (4 - iReminderWidth); // width is 4 byte boundary aligned, thereby increasing the width
//so that it will be fully divible by four , it will cause some extra bytes to be filled in with garbage value
//beyond the actual width of the bitmap, we will be discrading this extra padding pixels data while processign each pixel.
*pReminderWidth = 4 - iReminderWidth;
// ---------------------------------------------------------
// allocate width * height * 24bits pixels
BYTE * pPixels = new BYTE[wBmpWidth*wBmpHeight*3];
if (!pPixels) return NULL;
// get user desktop device context to get pixels from
//HDC hDC = GetWindowDC(NULL);
// fill desired structure
bmiInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmiInfo.bmiHeader.biWidth = wBmpWidth;
bmiInfo.bmiHeader.biHeight = -wBmpHeight;
bmiInfo.bmiHeader.biPlanes = 1;
bmiInfo.bmiHeader.biBitCount = 24;
bmiInfo.bmiHeader.biCompression = BI_RGB;
bmiInfo.bmiHeader.biSizeImage = wBmpWidth*wBmpHeight*3;
bmiInfo.bmiHeader.biXPelsPerMeter = 0;
bmiInfo.bmiHeader.biYPelsPerMeter = 0;
bmiInfo.bmiHeader.biClrUsed = 0;
bmiInfo.bmiHeader.biClrImportant = 0;
// get pixels from the original bitmap converted to 24bits
int iRes = GetDIBits(dcDesktop,pBitmap,0,wBmpHeight,(LPVOID)pPixels,&bmiInfo,DIB_RGB_COLORS);
// release the device context
//ReleaseDC(NULL,hDC);
// if failed, cancel the operation.
if (!iRes)
{
delete [] pPixels;
pPixels = NULL;
return NULL;
};
// return the pixel array
return pPixels;
}
Fortunately I got the below mention post on StackOverflow.
Many thanks to Vodemki who posted this answer.
Get Pixel color fastest way?

How to edit a BITMAP once it has been loaded by win32

Once I have loaded a BITMAP from file, with LoadImage:
HBITMAP renderBMP = (HBITMAP)LoadImage( NULL, filePath, IMAGE_BITMAP, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE );
is there a way to easily access and edit the pixels individually?
I can use this to get the bitmap object, but it doesn't seem to help,
BITMAP bm;
GetObject(renderBMP, sizeof(bm), &bm);
because the value of bmBits in the structure is 0.
UPDATE:
Now I am getting a bug with this solution:
struct Pixel { unsigned char r,g,b,a; };
void Frame::PushMemory(HDC hdc)
{
BITMAPINFO bi;
ZeroMemory(&bi.bmiHeader, sizeof(BITMAPINFOHEADER));
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
GetDIBits(hdc, renderBMP, 0, bi.bmiHeader.biHeight, NULL, &bi, DIB_RGB_COLORS);
/* Allocate memory for bitmap bits */
Pixel* pixels = new Pixel[bi.bmiHeader.biHeight * bi.bmiHeader.biWidth];
int n = sizeof(Pixel) * bi.bmiHeader.biHeight * bi.bmiHeader.biWidth;
int m = bi.bmiHeader.biSizeImage;
GetDIBits(hdc, renderBMP, 0, bi.bmiHeader.biHeight, pixels, &bi, DIB_RGB_COLORS);
// Recompute the output
//ComputeOutput(pixels);
// Push back to windows
//SetDIBits(hdc, renderBMP, 0, bi.bmiHeader.biHeight, pixels, &bi, DIB_RGB_COLORS );
//delete pixels;
}
I get this error:
Run-Time Check Failure #2 - Stack around the variable 'bi' was corrupted.
The last three lines don't seem to matter whether commented in or not.
Use GetDIBits to access pixels. It copies all pixels into specified buffer. After pixels' modification you can use SetDIBits to write pixels back to bitmap.
EDIT:
Example of code:
LPVOID lpvBits=NULL; // pointer to bitmap bits array
BITMAPINFO bi;
ZeroMemory(&bi.bmiHeader, sizeof(BITMAPINFOHEADER));
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
if (!GetDIBits(hDC, hBmp, 0, height, NULL, &bi, DIB_RGB_COLORS))
return NULL;
/* Allocate memory for bitmap bits */
if ((lpvBits = new char[bi.bmiHeader.biSizeImage]) == NULL)
return NULL;
if (!GetDIBits(hDC, hBmp, 0, height, lpvBits, &bi, DIB_RGB_COLORS))
return NULL;
/* do something with bits */
::SetDIBits( hDC, hBmp, 0, height, ( LPVOID )lpvBits, &bi, DIB_RGB_COLORS );
If you pass the LR_CREATEDIBSECTION flag to LoadImage it creates a special kind of bitmap with a usermode memory section containing the bits of the bitmap.
GetObject on a DIBSection bitmap will fill in the bmPits pointer of the BITMAP structure, or even fill in a DIBSECTION struct with extra data.

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