在我发现并修改的位图阅读器中,一些图像的前几种颜色非常不准确,在其他图像中,它读起来很完美,而在刚才,我必须让它读取的图像的前7种左右颜色根本不准确。我不懂字节顺序,所以请帮忙!
这是我修改后的代码副本:
---
-- (Evil Steve)Because I'm a kind and wonderful person: http://www.gamedev.net/topic/572784-lua-read-bitmap/
---
function error(err)
-- Replace with your own error output method:
print(err);
end
-- Helper function: Parse a 16-bit WORD from the binary string
function ReadWORD(str, offset)
local loByte = str:byte(offset);
local hiByte = str:byte(offset+1);
return hiByte*256 + loByte;
end
-- Helper function: Parse a 32-bit DWORD from the binary string
function ReadDWORD(str, offset)
local loWord = ReadWORD(str, offset);
local hiWord = ReadWORD(str, offset+2);
return hiWord*65536 + loWord;
end
-- Process a bitmap file in a string, and call DrawPoint for each pixel
function OpenBitmap(File, Stream)
if Stream == nil then Stream = false end
local bytecode = File:read("*a")
-------------------------
-- Parse BITMAPFILEHEADER
-------------------------
local offset = 1;
local bfType = ReadWORD(bytecode, offset);
if(bfType ~= 0x4D42) then
error("Not a bitmap file (Invalid BMP magic value)");
return;
end
local bfOffBits = ReadWORD(bytecode, offset+10);
-------------------------
-- Parse BITMAPINFOHEADER
-------------------------
offset = 15; -- BITMAPFILEHEADER is 14 bytes long
local biWidth = ReadDWORD(bytecode, offset+4);
local biHeight = ReadDWORD(bytecode, offset+8);
local biBitCount = ReadWORD(bytecode, offset+14);
local biCompression = ReadDWORD(bytecode, offset+16);
if(biBitCount ~= 24) then
error("Only 24-bit bitmaps supported (Is " .. biBitCount .. "bpp)");
return;
end
if(biCompression ~= 0) then
error("Only uncompressed bitmaps supported (Compression type is " .. biCompression .. ")");
return;
end
---------------------
-- Parse bitmap image
---------------------
local TmpImg = {}
if Stream == false then
for y = biHeight-1, 0, -1 do
offset = bfOffBits + (biWidth*biBitCount/8)*y + 1;
for x = 0, biWidth-1 do
local b = bytecode:byte(offset);
local g = bytecode:byte(offset+1);
local r = bytecode:byte(offset+2);
offset = offset + 3;
TmpImg[#TmpImg+1] = {r,g,b}
end
end
else
for y = biHeight-1, 0, -1 do
offset = bfOffBits + (biWidth*biBitCount/8)*y + 1;
for x = 0, biWidth-1 do
local b = bytecode:byte(offset);
local g = bytecode:byte(offset+1);
local r = bytecode:byte(offset+2);
offset = offset + 3;
TmpImg[#TmpImg+1] = r
TmpImg[#TmpImg+1] = g
TmpImg[#TmpImg+1] = b
end
end
end
return TmpImg, biWidth, biHeight
end
function OpenBmp(FileName, Stream)
if Stream == nil then Stream = false end
if FileName == nil then
return false
end
local File = assert(io.open(FileName, 'rb'))
local Data, Width, Height = OpenBitmap(File, Stream)
File:close()
return Data, Width, Height
end
遗憾的是,我不能给你我用它运行的代码,因为它有太多的依赖关系,但它的输出是:
<254, 254, 254, 256>
<99, 254, 254, 256>
<49, 74, 91, 256>
使用以下bmp颜色运行时:
<90, 106, 113, 256>
<188, 194, 197, 256>
<254, 254, 254, 256>
我看不到任何图案,bmp阅读器似乎很有意义,它在读取时没有打印错误,我确保根据需要将bmp保存为24位。感谢所有帮助:-)
在上面的例子中,offset没有考虑到行宽度必须始终是4字节的倍数,如果低于4的倍数,则使用填充。您可以通过将行宽度四舍五入到4的最接近倍数来解决此问题,这解释了为什么该函数有时会准确读取图像,而有时则不会。
像素一开始的行为是错误的,但后来的其他行为是准确的,这是由于爬行,从逻辑上讲,第一个是准确的。最后一个是不准确的,但爬行的方向相反,因为位图是自下而上和从右到左读取的。