mirror of https://github.com/status-im/nimPNG.git
166 lines
5.7 KiB
Markdown
166 lines
5.7 KiB
Markdown
# nimPNG (PNG + APNG)
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Portable Network Graphics Encoder and Decoder written in Nim store lossless image with good compression.
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Notable releases:
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- 0.2.0 support Animated PNG!
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- 0.2.6 compile with --gc:arc.
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- 0.3.0 [new set of API](apidoc.md) using seq[uint8] and new method to handle error.
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- 0.3.1 fix new API bug and add openArray API
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[![Build Status (Travis)](https://img.shields.io/travis/jangko/nimPNG/master.svg?label=Linux%20/%20macOS "Linux/macOS build status (Travis)")](https://travis-ci.org/jangko/nimPNG)
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[![Build status](https://ci.appveyor.com/api/projects/status/7ap5r5a41t7ea04p?svg=true)](https://ci.appveyor.com/project/jangko/nimpng)
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![nimble](https://img.shields.io/badge/available%20on-nimble-yellow.svg?style=flat-square)
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![license](https://img.shields.io/github/license/citycide/cascade.svg?style=flat-square)
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all PNG standard color mode are supported:
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- LCT_GREY = 0, # greyscale: 1,2,4,8,16 bit
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- LCT_RGB = 2, # RGB: 8,16 bit
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- LCT_PALETTE = 3, # palette: 1,2,4,8 bit
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- LCT_GREY_ALPHA = 4, # greyscale with alpha: 8,16 bit
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- LCT_RGBA = 6 # RGB with alpha: 8,16 bit
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both interlaced and non-interlaced mode supported
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recognize all PNG standard chunks:
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IHDR, IEND, PLTE, IDAT, tRNS, bKGD, pHYs, tIME, iTXt, zTXt
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tEXt, gAMA, cHRM, sRGB, iCCP, sBIT, sPLT, hIST
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unknown chunks will be handled properly
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the following chunks are supported (generated/interpreted) by both encoder and decoder:
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- IHDR: header information
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- PLTE: color palette
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- IDAT: pixel data
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- IEND: the final chunk
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- tRNS: transparency for palettized images
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- tEXt: textual information
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- zTXt: compressed textual information
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- iTXt: international textual information
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- bKGD: suggested background color
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- pHYs: physical dimensions
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- tIME: modification time
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the following chunks are parsed correctly, but not used by decoder:
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cHRM, gAMA, iCCP, sRGB, sBIT, hIST, sPLT
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Supported color conversions:
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- anything to 8-bit RGB, 8-bit RGBA, 16-bit RGB, 16-bit RGBA
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- any grey or grey+alpha, to grey or grey+alpha
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- anything to a palette, as long as the palette has the requested colors in it
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- removing alpha channel
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- higher to smaller bitdepth, and vice versa
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### Planned Feature(s):
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- streaming for progressive loading
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## Basic Usage
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```Nim
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import nimPNG
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let png = loadPNG32("image.png")
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# is equivalent to:
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# let png = loadPNG("image.png", LCT_RGBA, 8)
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# will produce rgba pixels:
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# png.width -> width of the image
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# png.height -> height of the image
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# png.data -> pixels data in RGBA format
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```
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if you already have the whole file in memory:
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```Nim
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let png = decodePNG32(raw_bytes)
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# will do the same as above
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```
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other variants:
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* loadPNG24 -> will produce pixels in RGB format 8 bpp
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* decodePNG24 -> load png from memory instead of file
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to create PNG:
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* savePNG32("output.png", rgba_pixels, width, height) or savePNG24
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* encodePNG32(rgba_pixels, width, height) or encodePNG24
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special notes:
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* Use **loadPNG** or **savePNG** if you need specific input/output format by supplying supported **colorType** and **bitDepth** information.
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* Use **encodePNG** or **decodePNG** to do *in-memory* encoding/decoding by supplying desired **colorType** and **bitDepth** information.
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pixels are stored as raw bytes using Nim's `string`/`seq[T]` as container:
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| Byte Order | Format |
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|:------------------------------:|:----------------:|
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| r1,g1,b1,a1,...,rn,gn,bn,an | RGBA 8 bit |
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| r1,g1,b1,r2,g2,b2,...,rn,gn,bn | RGB 8 bit |
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| grey1,grey2,grey3, ..., greyn | GREY 8 bit |
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| grey1,a1,grey2,a2,...,greyn,an | GREY ALPHA 8 bit |
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## Animated PNG (APNG)
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Since version 0.2.0, nimPNG provides support for [Animated PNG](https://en.wikipedia.org/wiki/APNG).
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Both decoder and encoder recognize/generate APNG chunks correctly: acTL, fcTL, fdAT.
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Decoded frames is provided as is, the dimension and coordinate offset might be different with default frame.
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No alpha blending or other blending method performed.
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It is up to the application to do proper in-memory rendering before displaying the animation.
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Don't ask how to do it, any decent graphics rendering library have their own set of API to do alpha blending and
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offset rendering. In the future nimPNG might be shipped with simple frame rendering utility for common cases.
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Right now nimPNG is just a PNG encoder/decoder.
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### Decoding
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```Nim
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#let png = loadPNG32("image.png")
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# or
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#let png = loadPNG("image.png", LCT_RGBA, 8)
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# or
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#let png = decodePNG32(raw_bytes)
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```
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The usual loadPNG and decodePNG can decode both unanimated and animated PNG.
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`png.width`, `png.height`, `png.data` works as usual. If the decoded PNG is an APNG, `png.data` will contains default frame.
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Animation frames can be accessible via `png.frames`. If it is not an APNG, `png.frames` will be have zero length.
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### Encoding
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```Nim
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var png = prepareAPNG24(numPlays)
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```
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* First step is to call `prepareAPNG`, `prepareAPNG24`, or `prepareAPNG32`. You also can specify how many times the animation
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will be played
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```Nim
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png.addDefaultImage(framePixels, w, h, ctl)
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```
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* Second step is also mandatory, you should call `addDefaultImage`. `ctl` is optional, if you provide a `ctl`(Frame Control),
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the default image will be part of the animation. If `ctl` is nil, default image will not be part of animation.
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```Nim
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png.addFrame(frames[i].data, ctl)
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```
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* Third step is calling `addFrame` one or more times. Here `ctl` is mandatory.
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```Nim
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png.saveAPNG("rainbow.png")
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# or
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var str = png.encodeAPNG()
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```
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* Final step is to call `saveAPNG` if you want save it to a file or call `encodeAPNG` if you want to get the result in memory.
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You can read the details of frame control from [spec](https://wiki.mozilla.org/APNG_Specification).
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You can also see an example in tester/test.nim -> generateAPNG
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## Installation via nimble
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> nimble install nimPNG
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