///************************************************************************* /// Pixel packing/unpacking utilities ///************************************************************************* // ///<summary> // /// Pack a color value to memory // ///</summary> // ///<param name="color">The color</param> // ///<param name="format">Pixel format in which to write the color</param> // ///<param name="dest">Destination memory location</param> // public static void PackColor(System.Drawing.Color color, PixelFormat format, IntPtr dest) { // PackColor(color.r, color.g, color.b, color.a, format, dest); // } ///<summary> /// Pack a color value to memory ///</summary> ///<param name="r,g,b,a">The four color components, range 0x00 to 0xFF</param> ///<param name="format">Pixelformat in which to write the color</param> ///<param name="dest">Destination memory location</param> unsafe public void PackColor(uint r, uint g, uint b, uint a, PixelFormat format, byte *dest) { PixelFormatDescription des = PixelConverter.GetDescriptionFor(format); if ((des.flags & PixelFormatFlags.NativeEndian) != 0) { // Shortcut for integer formats packing uint value = (((Bitwise.FixedToFixed(r, 8, des.rbits) << des.rshift) & des.rmask) | ((Bitwise.FixedToFixed(g, 8, des.gbits) << des.gshift) & des.gmask) | ((Bitwise.FixedToFixed(b, 8, des.bbits) << des.bshift) & des.bmask) | ((Bitwise.FixedToFixed(a, 8, des.abits) << des.ashift) & des.amask)); // And write to memory Bitwise.IntWrite(dest, des.elemBytes, value); } else { // Convert to float PackColor((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f, format, dest); } }
// /** Unpack a color value from memory // @param color The color is returned here // @param pf Pixelformat in which to read the color // @param src Source memory location // */ // protected static void UnpackColor(ref System.Drawing.Color color, PixelFormat pf, IntPtr src) { // UnpackColor(color.r, color.g, color.b, color.a, pf, src); // } /** Unpack a color value from memory * @param r,g,b,a The color is returned here (as byte) * @param pf Pixelformat in which to read the color * @param src Source memory location * @remarks This function returns the color components in 8 bit precision, * this will lose precision when coming from A2R10G10B10 or floating * point formats. */ unsafe public static void UnpackColor(ref byte r, ref byte g, ref byte b, ref byte a, PixelFormat pf, byte *src) { PixelFormatDescription des = PixelConverter.GetDescriptionFor(pf); if ((des.flags & PixelFormatFlags.NativeEndian) != 0) { // Shortcut for integer formats unpacking uint value = Bitwise.IntRead(src, des.elemBytes); if ((des.flags & PixelFormatFlags.Luminance) != 0) { // Luminance format -- only rbits used r = g = b = (byte)Bitwise.FixedToFixed((value & des.rmask) >> des.rshift, des.rbits, 8); } else { r = (byte)Bitwise.FixedToFixed((value & des.rmask) >> des.rshift, des.rbits, 8); g = (byte)Bitwise.FixedToFixed((value & des.gmask) >> des.gshift, des.gbits, 8); b = (byte)Bitwise.FixedToFixed((value & des.bmask) >> des.bshift, des.bbits, 8); } if ((des.flags & PixelFormatFlags.HasAlpha) != 0) { a = (byte)Bitwise.FixedToFixed((value & des.amask) >> des.ashift, des.abits, 8); } else { a = 255; // No alpha, default a component to full } } else { // Do the operation with the more generic floating point float rr, gg, bb, aa; UnpackColor(out rr, out gg, out bb, out aa, pf, src); r = Bitwise.FloatToByteFixed(rr); g = Bitwise.FloatToByteFixed(gg); b = Bitwise.FloatToByteFixed(bb); a = Bitwise.FloatToByteFixed(aa); } }