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loading FreeImage data into a direct3D9 surface/texture.


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#1 Enerjak   Members   -  Reputation: 229

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Posted 30 July 2012 - 01:40 AM

I recently started to work on my own engine (again) and decided to use free image since it supports a ton of image formats. I suppose i managed to get it to work (doesn't crash) but nothing shows up.) I'm not sure what else there is to do with this. so here's my code.

// function to load an image.
bool ID3D9Image::loadImage(std::string imageName,
  std::string fileName)
{
  this->m_imageName = imageName;
  // load image from file.
  this->m_bitmap = FreeImage_Load(FIF_BMP,fileName.c_str(),BMP_DEFAULT);
 
  if(!m_bitmap)
  {
   ::FreeImage_SetOutputMessage(IrrGraphics::imageErrorChecker);
  }
  IDirect3DDevice9* dev = 0;
  IrrGUI::IWindowUtility* winUtil = IrrGUI::IWindowUtility::getSingleton();
  IRenderWindow* rWin = reinterpret_cast<IRenderWindow*>(winUtil->getWindow(0));
  // get direct3D Device;
  rWin->getCustomAttribute("DEVICE9",&dev);
  if(dev)
  {
   // get the width of the created bitmap
   this->m_width = FreeImage_GetWidth(m_bitmap);
   this->m_height = FreeImage_GetHeight(m_bitmap);
   HRESULT hr;
   // create an offscreen plain surface.
   hr = dev->CreateOffscreenPlainSurface(
    m_width,
    m_height,
    D3DFMT_X8R8G8B8,
    D3DPOOL_DEFAULT,
    &this->m_imageSurface,
    NULL);
   if(FAILED(hr))
   {
    const char* err = DXGetErrorDescription(hr);
    std::string str = " ";
    str += err;
    throw IrrUtility::IException(IrrUtility::ET_APIERROR,str);
   }
   D3DLOCKED_RECT lockedRect;
  
   hr = m_imageSurface->LockRect(&lockedRect,0,D3DLOCK_READONLY);
   if(FAILED(hr))
   {
    const char* err = DXGetErrorDescription(hr);
    throw IException(ET_APIERROR,std::string(err));
   }
   // fill  the surface with data from the image.
   for(unsigned int i = 0; i < m_width; ++i)
   {
    for(unsigned int j = 0; j < m_height; ++j)
    {
	 BYTE* imageData = (BYTE*)lockedRect.pBits;
	 int index = i * lockedRect.Pitch / 4 + j;
	 BYTE* bits = FreeImage_GetBits(m_bitmap);
	 int pitch = FreeImage_GetPitch(m_bitmap);
	 imageData[index] = reinterpret_cast<BYTE>(m_bitmap->data);
    }
   }
   hr = m_imageSurface->UnlockRect();
   if(FAILED(hr))
   {
    const char* err = DXGetErrorDescription(hr);
    throw IException(ET_APIERROR,std::string(err));
   }
  // FreeImage_Unload(m_bitmap);
  }
  return IImage::loadImage(m_imageName,fileName);
}

as you can see from the code, i did as best as i could now trying updateSurface gave errors galour (during run time anyways).
please let me know if there's anything else you need.

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#2 Enerjak   Members   -  Reputation: 229

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Posted 30 July 2012 - 04:42 AM

Posted Image

it just occured to me that you probably don't see anything wrong with my code so i figure i'd post a screen shot. Oh and also, a new version of the loadImage function

// function to load an image.
bool ID3D9Image::loadImage(std::string imageName,
  std::string fileName)
{
  FREE_IMAGE_FORMAT fif;
  fif = ::FreeImage_GetFileType(fileName.c_str(),0);
  if(fif == FIF_UNKNOWN)
   fif = FreeImage_GetFIFFromFilename(fileName.c_str());
  this->m_imageName = imageName;
  // load image from file.
  this->m_bitmap = FreeImage_Load(fif,fileName.c_str());
 
  if(!m_bitmap)
  {
   ::FreeImage_SetOutputMessage(IrrGraphics::imageErrorChecker);
  }
  IDirect3DDevice9* dev = 0;
  IrrGUI::IWindowUtility* winUtil = IrrGUI::IWindowUtility::getSingleton();
  IRenderWindow* rWin = reinterpret_cast<IRenderWindow*>(winUtil->getWindow(0));
  // get direct3D Device;
  rWin->getCustomAttribute("DEVICE9",&dev);
  if(dev)
  {
   // get the width of the created bitmap
   this->m_width = FreeImage_GetWidth(m_bitmap);
   this->m_height = FreeImage_GetHeight(m_bitmap);
   BYTE* bits = FreeImage_GetBits(m_bitmap);
   HRESULT hr;
   // create an offscreen plain surface.
   hr = dev->CreateOffscreenPlainSurface(
    m_width,
    m_height,
    D3DFMT_A8R8G8B8,
    D3DPOOL_SYSTEMMEM,
    &this->m_imageSurface,
    NULL);
   if(FAILED(hr))
   {
    const char* err = DXGetErrorDescription(hr);
    std::string str = " ";
    str += err;
    throw IrrUtility::IException(IrrUtility::ET_APIERROR,str);
   }
   D3DLOCKED_RECT lockedRect;
  
   hr = m_imageSurface->LockRect(&lockedRect,0,D3DLOCK_READONLY);
   if(FAILED(hr))
   {
    const char* err = DXGetErrorDescription(hr);
    throw IException(ET_APIERROR,std::string(err));
   }
   // fill  the surface with data from the image.
   for(unsigned int i = 0; i < m_width; ++i)
   {
    for(unsigned int j = 0; j < m_height; ++j)
    {
	 BYTE* imageData = (BYTE*)lockedRect.pBits;
	 int index = (i * lockedRect.Pitch) / 4 + j;
	 unsigned int red = FreeImage_GetRedMask(m_bitmap);
	 unsigned int green = FreeImage_GetGreenMask(m_bitmap);
	 unsigned int blue  = FreeImage_GetBlueMask(m_bitmap);
	
	 int pitch = FreeImage_GetPitch(m_bitmap);
	 unsigned int data = reinterpret_cast<unsigned int>(m_bitmap->data);
	 RGBQUAD* rgb = FreeImage_GetPalette(m_bitmap);
	 unsigned int x = FreeImage_GetDotsPerMeterX(m_bitmap);
	 unsigned int y = FreeImage_GetDotsPerMeterY(m_bitmap);
	 imageData[index] = red++;
	 imageData[index] = green++;
	 imageData[index] = blue++;
	 //imageData[index] = red;
	 //imageData[index] = green;
	 //imageData[index] = blue;
    // imageData[index] = red;
    // imageData[index + (1 * pitch)] = green;
    // imageData[index + (2 / pitch)] = blue;
    }
   }
   hr = m_imageSurface->UnlockRect();
   if(FAILED(hr))
   {
    const char* err = DXGetErrorDescription(hr);
    throw IException(ET_APIERROR,std::string(err));
   }
   FreeImage_Unload(m_bitmap);
  }
  return IImage::loadImage(m_imageName,fileName);
}

maybe im going about this the wrong why, i don't know. I suppose i can always use Direct3D's native surface loading functions and textures until i can figure out how to manipulate image data from FreeImage into a direct3D9 surface/texture.

#3 Nik02   Crossbones+   -  Reputation: 2649

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Posted 30 July 2012 - 05:04 AM

1: You can't (usually) use system-memory textures when rendering with the GPU. Some professional hardware can do this, though, but not typical game gpus. If you enable the d3d debug output, it will warn about this.

2: Your texel address calculation is a bit odd. The correct byte address of a texel on a D3D surface is y * pitch + x * bytesPerTexel.

3: You seem to assume that pitch is exactly equal to 4*width; this is often an incorrect assumption, especially (but not limited to the case of) if the width of the image is not a power of two.

Edited by Nik02, 30 July 2012 - 05:08 AM.

Niko Suni


#4 Enerjak   Members   -  Reputation: 229

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Posted 30 July 2012 - 02:26 PM

that still did not work.......*sigh* they have an OpenGL example but they never do a direct3D one when it comes to open source libraries




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