I need to create a custom control to display bmp images with alpha channel. The background can be painted in different colors and the images have shadows so I need to truly "paint" the alpha channel.
Does anybody know how to do it?
I also want if possible to create a mask using the alpha channel information to know whether the mouse has been click on the image or on the transparent area.
Any kind of help will be appreciated!
Thanks.
Edited(JDePedro): As some of you have suggested I've been trying to use alpha blend to paint the bitmap with alpha channel. This just a test I've implemented where I load a 32-bit bitmap from resources and I try to paint it using AlphaBlend function:
void CAlphaDlg::OnPaint()
{
CClientDC dc(this);
CDC dcMem;
dcMem.CreateCompatibleDC(&dc);
CBitmap bitmap;
bitmap.LoadBitmap(IDB_BITMAP);
BITMAP BitMap;
bitmap.GetBitmap(&BitMap);
int nWidth = BitMap.bmWidth;
int nHeight = BitMap.bmHeight;
CBitmap *pOldBitmap = dcMem.SelectObject(&bitmap);
BLENDFUNCTION m_bf;
m_bf.BlendOp = AC_SRC_OVER;
m_bf.BlendFlags = 0;
m_bf.SourceConstantAlpha = 255;
m_bf.AlphaFormat = AC_SRC_ALPHA;
AlphaBlend(dc.GetSafeHdc(), 100, 100, nWidth, nHeight, dcMem.GetSafeHdc(), 0, 0,nWidth, nHeight,m_bf);
dcMem.SelectObject(pOldBitmap);
CDialog::OnPaint();
}
This is just a test so I put the code in the OnPaint of the dialog (I also tried the AlphaBlend function of the CDC object).
The non-transparent areas are being painted correctly but I get white where the bitmap should be transparent.
Any help???
This is a screenshot..it's not easy to see but there is a white rectangle around the blue circle:
alt text http://img385.imageshack.us/img385/7965/alphamh8.png
Ok. I got it! I have to pre-multiply every pixel for the alpha value. Someone can suggest the optimized way to do that?
The way I usually do this is via a DIBSection - a device independent bitmap that you can modify the pixels of directly. Unfortunately there isn't any MFC support for DIBSections: you have to use the Win32 function CreateDIBSection() to use it.
Start by loading the bitmap as 32-bit RGBA (that is, four bytes per pixel: one red, one green, one blue and one for the alpha channel). In the control, create a suitably sized DIBSection. Then, in the paint routine
- Copy the bitmap data into the DIBSection's bitmap data, using the alpha channel byte to blend the bitmap image with the background colour.
- Create a device context and select the DIBSection into it.
- Use BitBlt() to copy from the new device context to the paint device context.
You can create a mask given the raw bitmap data simply by looking at the alpha channel values - I'm not sure what you're asking here.
For future google users, here is a working pre-multiply function. Note that this was taken from http://www.viksoe.dk/code/alphatut1.htm .
inline void PremultiplyBitmapAlpha(HDC hDC, HBITMAP hBmp)
{
BITMAP bm = { 0 };
GetObject(hBmp, sizeof(bm), &bm);
BITMAPINFO* bmi = (BITMAPINFO*) _alloca(sizeof(BITMAPINFOHEADER) + (256 * sizeof(RGBQUAD)));
::ZeroMemory(bmi, sizeof(BITMAPINFOHEADER) + (256 * sizeof(RGBQUAD)));
bmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
BOOL bRes = ::GetDIBits(hDC, hBmp, 0, bm.bmHeight, NULL, bmi, DIB_RGB_COLORS);
if( !bRes || bmi->bmiHeader.biBitCount != 32 ) return;
LPBYTE pBitData = (LPBYTE) ::LocalAlloc(LPTR, bm.bmWidth * bm.bmHeight * sizeof(DWORD));
if( pBitData == NULL ) return;
LPBYTE pData = pBitData;
::GetDIBits(hDC, hBmp, 0, bm.bmHeight, pData, bmi, DIB_RGB_COLORS);
for( int y = 0; y < bm.bmHeight; y++ ) {
for( int x = 0; x < bm.bmWidth; x++ ) {
pData[0] = (BYTE)((DWORD)pData[0] * pData[3] / 255);
pData[1] = (BYTE)((DWORD)pData[1] * pData[3] / 255);
pData[2] = (BYTE)((DWORD)pData[2] * pData[3] / 255);
pData += 4;
}
}
::SetDIBits(hDC, hBmp, 0, bm.bmHeight, pBitData, bmi, DIB_RGB_COLORS);
::LocalFree(pBitData);
}
So then your OnPaint becomes:
void MyButton::OnPaint()
{
CPaintDC dc(this);
CRect rect(0, 0, 16, 16);
static bool pmdone = false;
if (!pmdone) {
PremultiplyBitmapAlpha(dc, m_Image);
pmdone = true;
}
BLENDFUNCTION bf;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 255;
bf.AlphaFormat = AC_SRC_ALPHA;
HDC src_dc = m_Image.GetDC();
::AlphaBlend(dc, rect.left, rect.top, 16, 16, src_dc, 0, 0, 16, 16, bf);
m_Image.ReleaseDC();
}
And the loading of the image (in the constructor of your control):
if ((HBITMAP)m_Image == NULL) {
m_Image.LoadFromResource(::AfxGetResourceHandle(), IDB_RESOURCE_OF_32_BPP_BITMAP);
}
You need to do an alpha blend with your background color, then take out the alpha channel to paint it to the control.
The alpha channel should just be every 4th byte of your image. You can use that directly for your mask, or you can just copy every 4th byte to a new mask image.
Painting it is very easy with the AlphaBlend function.
As for you mask, you'll need to get the bits of the bitmap and examine the alpha channel byte for each pixel you're interested in.
An optimised way to pre-multiply the RGB channels with the alpha channel is to set up a [256][256] array containing the calculated multiplication results. The first dimension is the alpha value, the second is the R/G/B value, the values in the array are the pre-multiplied values you need.
With this array set up correctly, you can calculate the value you need like this:
R = multiplicationLookup[alpha][R];
G = multiplicationLookup[alpha][G];
B = multiplicationLookup[alpha][B];
You are on the right track, but need to fix two things.
First use ::LoadImage( .. LR_CREATEDIBSECTION ..) instead of CBitmap::LoadBitmap. Two, you have to "pre-multiply" RGB values of every pixel in a bitmap to their respective A value. This is a requirement of AlphaBlend function, see AlphaFormat description on this MSDN page. T
The lpng has a working code that does the premultiplication of the DIB data.