I am generating BMP images from RichEditableTexts
using the Bitmap
class to get the DisplayObject
properties to manage it as pixels:
/*
* Create a 8 bit BMP image as bytearray, with 256 color ( grayscale ).
*
*/
private static function encode( bitmapData:BitmapData ):ByteArray {
// bit depth configuration
var bytesPerPixel:int = 1;
var bitDepth:int = 8;
// image/file properties
var bmpWidth:int = bitmapData.width;
var bmpHeight:int = bitmapData.height;
var imageBytes:ByteArray = bitmapData.getPixels( bitmapData.rect );
/* Image from Preview size */
var imageSize:int = bmpWidth * bmpHeight * bytesPerPixel;
/* Image offset */
var imageDataOffset:int = 0x436;
/* File size */
var fileSize:int = imageSize + imageDataOffset;
// binary BMP data
var bmpBytes:ByteArray = new ByteArray();
bmpBytes.endian = Endian.LITTLE_ENDIAN; // byte order
// header information
bmpBytes.length = fileSize;
bmpBytes.writeByte(0x42); // B //0
bmpBytes.writeByte(0x4D); // M (BMP identifier) //1
bmpBytes.writeInt(fileSize); // file size //2
bmpBytes.position = 0x0A; // offset to image data
bmpBytes.writeInt( imageDataOffset ); //10 4 Bytes
bmpBytes.writeInt(0x28); // header size //14 4 Bytes
bmpBytes.position = 0x12; // width, height
bmpBytes.writeInt( bmpWidth ); //18 4 Bytes
bmpBytes.writeInt( bmpHeight ); //22 4 Bytes
bmpBytes.writeShort( 1 ); // planes (1) //26 2 Bytes
bmpBytes.writeShort( bitDepth ); // color depth //28 2 Bytes
bmpBytes.writeInt( 0 ); // compression type //30 4 Bytes
bmpBytes.writeInt( imageSize ); // image data size //34 4 Bytes
bmpBytes.writeInt( 0x2E23 ); // Horizontal resolution //38 4 Bytes
bmpBytes.writeInt( 0x2E23 ); // Vertical resolution //42 4 Bytes
bmpBytes.writeInt( 0x100 ); // Color in the palette
bmpBytes.position = 0x36; // start of color table
/* COLOR TABLE */
var table:uint = 256 * 4;
for (var i:uint = 0; i < table; i++) {
bmpBytes.writeByte( i ); //B
bmpBytes.writeByte( i ); //G
bmpBytes.writeByte( i ); //R
bmpBytes.writeByte( 0 ); //A
/*
* Grays are made of equal bytes, for example: #AAAAAA is gray.
*/
}
bmpBytes.position = imageDataOffset; // start of image data... byte 310 // 1078
// write pixel bytes in upside-down order
// ( as per BMP format )
var col:int = bmpWidth;
var row:int = bmpHeight;
var rowLength:int = col * bytesPerPixel; // Bytes per column based on Bit depth
// Writing bytes to new image vars
var writingOffset:int = 4 - ( bitDepth / 8 );
try {
// make sure we're starting at the
// beginning of the image data
imageBytes.position = 0;
// Tmp ByteArray to extract 32 bits per pixel
var tmpBytes:ByteArray;
// bottom row up
while (row--) {
/* hey += "LINE\n"; */
// from end of file up to imageDataOffset
tmpBytes = new ByteArray();
bmpBytes.position = imageDataOffset + ( row * rowLength );
// read through each column writing
// those bits to the image in normal
// left to rightorder
col = bmpWidth;
while (col--) {
// Extracting the 32 bits corresponding
// to a pixel per getPixels method ( always the same ).
imageBytes.readBytes( tmpBytes, 0, 4 );
// We just need one BYTE of the 4 that are in this array.
tmpBytes.position = 3;
// THIS IS THE INDEX ON OUR COLOR TABLE ( GRAYSCALE ).
bmpBytes.writeByte( tmpBytes.readUnsignedByte() );
}
}
} catch(error:Error) {
// end of file
Alert.show( error.toString(), "I/O BMP ERROR" );
}
// return BMP file
return bmpBytes;
}
DisplayObject
s I am making images from:
The first image is OK but the second isn't:
The second one opened with Atom:
Why does this happen?
I was not padding when needed. The resulting code:
private static function encode( bitmapData:BitmapData ):ByteArray {
var bytesPerPixel:int = 1;
var bitDepth:int = 8;
// image/file properties
var bmpWidth:int = bitmapData.width;
var bmpHeight:int = bitmapData.height;
var imageBytes:ByteArray = bitmapData.getPixels(bitmapData.rect);
var imageSize:int = imageBytes.length;
// Offsets
var imageDataOffset:int = 0x436;
var colorTableOffset:int = 0x36;
// Pixel array
var col:int = bmpWidth;
var row:int = bmpHeight;
var rowLength:int = col * bytesPerPixel; // 4 bytes per pixel (32 bit)
// Padding
var mod:int = ( rowLength % 4 ) != 0 ? 4 - ( rowLength % 4 ):0;
rowLength += mod;
// File size
var fileSize:int = imageSize + imageDataOffset + ( mod * row );
// binary BMP data
var bmpBytes:ByteArray = new ByteArray();
bmpBytes.endian = Endian.LITTLE_ENDIAN; // byte order
// header information
bmpBytes.length = fileSize;
// DIB header ( 40 bytes version )
bmpBytes.writeByte(0x42); // B
bmpBytes.writeByte(0x4D); // M (BMP identifier)
bmpBytes.writeInt( fileSize ); // file size
bmpBytes.position = 0x0A; // offset to image data
bmpBytes.writeInt(imageDataOffset);
bmpBytes.writeInt(0x28); // header size
bmpBytes.position = 0x12; // width, height
bmpBytes.writeInt(bmpWidth);
bmpBytes.writeInt(bmpHeight);
bmpBytes.writeShort(1); // planes (1)
bmpBytes.writeShort(bitDepth); // color depth (32 bit)
bmpBytes.writeInt(0); // compression type
bmpBytes.writeInt( ( imageSize + ( mod * row ) ) ); // image data size
bmpBytes.writeInt( 0x2E23 ); // Horizontal resolution
bmpBytes.writeInt( 0x2E23 ); // Vertical resolution
bmpBytes.writeInt( 0x100 ); // Color in the palette
bmpBytes.position = colorTableOffset; // start of color table...
/* COLOR TABLE */
for (var i:uint = 0; i < 1024; i++) {
bmpBytes.writeByte( i ); //B
bmpBytes.writeByte( i ); //G
bmpBytes.writeByte( i ); //R
bmpBytes.writeByte( 0 ); //A
}
/* Pixel array */
bmpBytes.position = imageDataOffset; // start of image data...
var imgBmp:ByteArray;
try {
// make sure we're starting at the
// beginning of the image data
imageBytes.position = 0;
// bottom row up
while (row--) {
imgBmp = new ByteArray();
// from end of file up to imageDataOffset
bmpBytes.position = imageDataOffset + row*rowLength;
// read through each column writing
// those bits to the image in normal
// left to rightorder
col = bmpWidth;
while (col--) {
imageBytes.readBytes ( imgBmp, 0, 4 );
bmpBytes .writeBytes( imgBmp, 1, 1 );
}
bmpBytes.position += mod;
}
}catch(error:Error){
// end of file
Alert.show( error.toString(), "EOF" );
}
// return BMP file
return bmpBytes;
}
Per BMP specification, if bytes per row is not a multiple of four you have to add padding:
Padding bytes (not necessarily 0) must be appended to the end of the rows in order to bring up the length of the rows to a multiple of four bytes. When the pixel array is loaded into memory, each row must begin at a memory address that is a multiple of 4. This address/offset restriction is mandatory only for Pixel Arrays loaded in memory. For file storage purposes, only the size of each row must be a multiple of 4 bytes while the file offset can be arbitrary.[5] A 24-bit bitmap with Width=1, would have 3 bytes of data per row (blue, green, red) and 1 byte of padding, while Width=2 would have 6 bytes of data and 2 bytes of padding, Width=3 would have 9 bytes of data and 3 bytes of padding, and Width=4 would have 12 bytes of data and no padding.
I made this code simpler. At var mod:int = ( rowLength % 4 ) != 0 ? 4 - ( rowLength % 4 ):0;
I adjust rowLenght
depending on the actual rowLenght
. Then I account for the padding (bmpBytes.position += mod;
):
/* Pixel array */
bmpBytes.position = imageDataOffset; // start of image data...
var imgBmp:ByteArray;
try {
// make sure we're starting at the
// beginning of the image data
imageBytes.position = 0;
// bottom row up
while (row--) {
imgBmp = new ByteArray();
// from end of file up to imageDataOffset
bmpBytes.position = imageDataOffset + row*rowLength;
// read through each column writing
// those bits to the image in normal
// left to rightorder
col = bmpWidth;
while (col--) {
imageBytes.readBytes ( imgBmp, 0, 4 );
bmpBytes .writeBytes( imgBmp, 1, 1 );
}
bmpBytes.position += mod;
}
}catch(error:Error){