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HDR I O Functions
The Radiance RGBE (.HDR
) format is commonly used as a texture source file format in game development for high-dynamic range images, but this format is not supported by any built-in WIC codec. These functions implement a simple reader and writer for this format.
#GetMetadataFromHDRMemory, GetMetadataFromHDRFile
Returns the TexMetadata from a .HDR
file.
HRESULT GetMetadataFromHDRMemory( const void* pSource, size_t size,
TexMetadata& metadata );
HRESULT GetMetadataFromHDRFile( const wchar_t* szFile,
TexMetadata& metadata );
#LoadFromHDRMemory, LoadFromHDRFile
Loads a .HDR
file.
HRESULT LoadFromHDRMemory( const void* pSource, size_t size,
TexMetadata* metadata, ScratchImage& image );
HRESULT LoadFromHDRFile( const wchar_t* szFile,
TexMetadata* metadata, ScratchImage& image );
- The data is always loaded as
R32G32B32A32_FLOAT
with the alpha channel always set to 1. - If the file contains a
32-bit_rle_xyze
header, no color space conversions are performed and the data is read "as is".
#SaveToHDRMemory, SaveToHDRFile
Saves an image to a .HDR
file.
HRESULT SaveToHDRMemory( const Image& image, Blob& blob );
HRESULT SaveToHDRFile( const Image& image, const wchar_t* szFile );
-
R32G32B32A32_FLOAT
andR32G32B32_FLOAT
data are supported for writing. Alpha channel information is ignore when writing the.HDR
file. - Always writes using the
32-bit_rle_rgbe
format
For the load functions, the metadata parameter can be nullptr as this information is also available in the returned ScratchImage.
This is a simple loading example. The HDR
format cannot contain complicated multi-image formats, so the TexMetadata info is redundant information.
auto image = std::make_unique<ScratchImage>();
HRESULT hr = LoadFromHDRFile( L"uffizi_cross.hdr", nullptr, *image );
if ( FAILED(hr) )
// error
A HDR
file can only store one 2D image.
const Image* img = image->GetImage(0,0,0);
assert( img );
HRESULT hr = SaveToHDRFile( *img, L"NEW_IMAGE.HDR" );
if ( FAILED(hr) )
// error
You can also save data directly from memory without using the intermediate ScratchImage at all. This example assumes a single 2D image is being written out.
Image img;
img.width = /*<width of pixel data>*/;
img.height = /*<height of pixel data>*/;
img.format = /* DXGI_R32G32B32A32_FLOAT or DXGI_R32G32B32_FLOAT */;
img.rowPitch = /*<number of bytes in a scanline of the source data>*/;
img.slicePitch = /*<number of bytes in the entire 2D image>*/;
img.pixels = /*<pointer to pixel data>*/;
HRESULT hr = SaveToHDRFile( img, L"NEW_IMAGE.HDR" );
if ( FAILED(hr) )
// error
- The reader only supports -Y +X format headers
File access and permissions (Windows Runtime apps)
If you wish to load an image from a file that is specified by the user from a WinRT picker, you will need to copy the file locally to a temporary location before you can use LoadFromHDRFile on it. This is because you either won't have file access rights to the user's file location, or the StorageFile is actually not a local file system path (i.e. it's a URL).
create_task(openPicker->PickSingleFileAsync()).then([this](StorageFile^ file)
{
if (file)
{
auto tempFolder = Windows::Storage::ApplicationData::Current->TemporaryFolder;
create_task(file->CopyAsync( tempFolder, file->Name, NameCollisionOption::GenerateUniqueName )).then([this](StorageFile^ tempFile)
{
if ( tempFile )
{
HRESULT hr = LoadFromHDRFile( ..., tempFile->Path->Data(), ... );
DX::ThrowIfFailed(hr);
}
});
});
For SaveToHDRFile to succeed, the application must have write access to the destination path. For Windows Store apps, the file access permissions are rather restricted so you'll need to make sure you use a fully qualified path to a valid write folder. A good location to use is the app data folder:
auto folder = Windows::Storage::ApplicationData::Current->LocalFolder;
// use folder->Path->Data() as the path base
If you are going to immediately copy it to another location via StorageFolder, then use the app's temporary folder:
auto folder = Windows::Storage::ApplicationData::Current->TemporaryFolder;
// use folder->Path->Data() as the path base
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
DirectX Tool Kit for DirectX 11