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latter implementation is significantly faster, but the former is better for use while debugging CetRGB The GetRGB function returns the RGB color value for a given pixel in the image An image encoder can use this function to get pixel values without having to deal with different sample precision values EightBitQuantization The EightBitQuantization function converts a 24-bits-per-pixel image to an 8-bits per pixel image using the mean cut processes About half of the source code for the BitmapImage function is devoted to color quantization This implementation makes two passes through the image On the first pass the FindColorUsage function creates a ColorUsage structure for each color used in the image These structures are inserted into three linked lists sorted by the Red, Green, and Blue component values Next the recursive SplitAreaInHalf function repeatedly divides the RGB colorspace into two areas that contain half of the weighted color values of the original At this point we have defined the 256 color areas for the image The CreateColor function defines a single color that is the average for a box This gives the "best" colors to use for the image Finally, QuantizeSourceImage makes a second pass over the image data to replace the colors in the source image with a color from among the 256 colors that were defined in the preceding passes
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Conclusion In this chapter we covered the basics of bitmap image formats We explained the difference between bitmap and vector image formats and the way images are displayed on output devices We also covered the representation of color and described some of the color models used by graphics file formats The chapter presented a brief introduction to color quantization and the compression techniques used by the file formats covered in this book Foley et al (1996) describes the operation of computer displays in greater detail than we have here It also contains excellent descriptions of colorspaces Brown and Shepherd (1995) and Murray and van Ryper (1994) contain introductory descriptions of a large number of graphics file formats In this book we will cover only the specific compression techniques used by file formats under discussion Nelson (1992) is the best introduction to compression techniques available and an excellent source for their history and relationships The medium cut algorithm is described in Heckbert (1982) Lindley (1995) and (Rimmer (1993) describe this algorithm and take a different approach to implementing it
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The first image format we are going to cover is one of the simplest Windows BMP is the native image format in the Microsoft Windows operating systems It supports images with 1, 4, 8, 16, 24, and 32 bits per pixel, although BMP files using 16 and 32 bits per pixel are rare BMP also supports simple run-length compression for 4 and 8 bits per pixel However, BMP compression is of use only with large blocks with identical colors, making it of very limited value It is rare for Windows BMP to be in a compressed format Over the years there have been several different and incompatible versions of the BMP format Since the older forms have completely disappeared, version incompatibilities are not a problem The discussion here deals with the BMP format in use since Windows version 3 (common) and the format introduced with OS/2 (rare but supported)
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Data Ordering Multi-byte integers in the Windows BMP format are stored with the least significant bytes first Data stored in the BMP format consists entirely of complete bytes so bit string ordering is not an issue
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File Structure The BMP file structure is very simple and is shown in Figure 21 If you are developing on Windows, the BMP structures are included from the windowsh header file If you are not working on Windows, you can create your own structures from the tables below For some reason Microsoft insists on adding confusing prefixes to the names of structure fields To be consistent with Microsoft's documentation we have included these prefixes in the field names File Header Every Windows BMP begins with a BITMAPFILEHEADER structure whose layout is shown in Table 21 The main function of this structure is to serve as the signature that identifies that file format Three checks can be made to ensure that the file you are reading is in fact a BMP file: The first two bytes of the file must contain the ASCII characters "B" followed by "M" Figure 21 Bitmap File Structure If you are using a file system where you can determine the exact file size in bytes, you can compare the file size with the value in the bfSize field The bfReserved1 and bfReserved2 fields must be zero The file header also specifies the location of the pixel data in the file When decoding a BMP file you must use the bfOffbits field to determine the offset from the beginning of the file to where the pixel data starts Most applications place the pixel data immediately following the BITMAPINFOHEADER structure or palette, if it is present However, some applications place filler bytes between these structures and the pixel data so you must use the bfOffbits to determine the number of bytes from the BITMAPFILEHEADER structure to the pixel data Table 21 BITMAPFILEHEADER Structure
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