Pixelformer is a bitmap editor, specifically optimized for creating, modifying, and converting small and medium-sized images, such as icons, buttons, web graphics, sprites, etc.
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Pixelformer is faster, smaller, easier, more precise, and often more efficient than large bitmap editing tools; at the same time it is more powerful and less limited than classic simple icon editors.
So you need to create, edit, crop, resize, or convert icons or other small images? Pixelformer can help. Even if you prefer a sophisticated high-end image editor for creating graphics, Pixelformer would be a useful tool for doing fast edits, final tweaks, conversions, and optimizations.
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The main features of Pixelformer are:
• no restrictive limits for image dimensions
• support for different color depths up to 32-bit RGB with alpha channel
• semi-transparent colors
• multiple layer support
• free-form masking
• in-place supersampling
• lossless target color depth switching
• independent access to color and alpha channels
• support for multiresolution icons
• dynamic palette generation
• multiple file format support
• icon extraction capability
• PNG size optimization
• Vista icon optimization
• alpha premultiplication
• deep undo buffer
No restrictive limits for image dimensions
Pixelformer does not limit you to icon-specific image sizes. Practically, this means that you generally would not need any additional software while making, say, an icon from a multi-megapixel photo. Or you can actually edit large images when a more appropriate tool is not available.
Support for different color depths up to 32-bit RGB with alpha channel
When using Pixelformer, you can always work in the 32-bit RGBA color space. If you need another format, just specify the output color depth (from 1 bpp (monochrome) to 32 bpp (RGB with alpha channel)), and Pixelformer will generate the required bitmap. Even some uncommon formats are supported, like 16-bit BMP, or 24-bit PNG with transparency, or grayscale PNG with alpha.
Semi-transparent colors
In addition to semi-transparent layers and soft-drawing tools, Pixelformer allows you to use semi-transparent (translucent) colors, offering more control over transparency effects.
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Multiple layer support
Any image in a Pixelformer project can be composed of an unlimited number of layers. The layering greatly simplifies working with complex images.
Free-form masking
Using the selection tools available in Pixelformer, you can create a region of any arbitrary form and use it for constraining the drawing operations or for manipulating specific pixels. Proemitter 3d tools for final cut pro x download free.
In-place supersampling
With Pixelformer, you can draw at a much higher resolution than that of the output image - the drawing will be instantly resampled and mapped to the output. This method combines the benefits of raster and vector graphics and gives you antialiased but still editable image, which can never be produced by classic 1:1 bitmap editors. Supersampling also helps to make icons from images by simplifying separation of objects from background and retaining a possibility to refine the result and align it to pixel grid.
Lossless target color depth switching
Unlike a conventional bitmap editor, Pixelformer virtualizes the image color space (the working space is always 32-bit RGBA). As a result, changing the color depth of output bitmaps is very easy and non-destructive.
Independent access to color and alpha channels
Using Pixelformer, you can independently view and edit color and alpha channels of your images; this feature may be useful for fixing edge artifacts in imported icons, or for creating unusual blending effects.
Support for multiresolution icons
Ability to handle multiple sizes, resolutions, and color depths of the same image is essential for a true icon editor or converter. Pixelformer allows you to work with multiple image formats within a single workspace and then pack them into a single ICO file.
Dynamic palette generation
Pixelformer frees you from having to worry about color palettes for non-truecolor images - highly optimized ones can be automatically generated in real time.
Multiple file format support
At the moment, Pixelformer is able to import BMP, PNG, ICO, CUR, JPEG/JPG, TGA, and PSD image files, as well as EXE, DLL, or ICL multiple image containers; BMP, PNG, ICO, and TGA file formats are available for export. You can freely convert images between these formats.
Icon extraction capability
Pixelformer can extract icons, cursors, and bitmaps from executable files and ICL icon libraries.
PNG size optimization
Pixelformer includes a PNG optimizer, which finds optimal PNG compressor parameters during export, and thus losslessly minimizes size of PNG image files.
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Vista icon optimization
Large subimages in Windows 7 and Windows Vista icons can be PNG-compressed; the PNG optimizing engine is able to process them, reducing the corresponding ICO file sizes.
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Alpha premultiplication
When necessary, images containing an alpha channel can be exported from Pixelformer with premultiplied alpha.
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Deep undo buffer
Pixelformer efficiently compresses undo data, keeping a long history of operations while maintaining a low memory footprint.
-->This article explains how to load and save image files using BitmapDecoder and BitmapEncoder and how to use the SoftwareBitmap object to represent bitmap images.
The SoftwareBitmap class is a versatile API that can be created from multiple sources including image files, WriteableBitmap objects, Direct3D surfaces, and code. SoftwareBitmap allows you to easily convert between different pixel formats and alpha modes, and allows low-level access to pixel data. Also, SoftwareBitmap is a common interface used by multiple features of Windows, including:
CapturedFrame allows you to get frames captured by the camera as a SoftwareBitmap.
VideoFrame allows you to get a SoftwareBitmap representation of a VideoFrame.
FaceDetector allows you to detect faces in a SoftwareBitmap.
The sample code in this article uses APIs from the following namespaces.
Create a SoftwareBitmap from an image file with BitmapDecoder
To create a SoftwareBitmap from a file, get an instance of StorageFile containing the image data. This example uses a FileOpenPicker to allow the user to select an image file.
Call the OpenAsync method of the StorageFile object to get a random access stream containing the image data. Call the static method BitmapDecoder.CreateAsync to get an instance of the BitmapDecoder class for the specified stream. Call GetSoftwareBitmapAsync to get a SoftwareBitmap object containing the image.
Save a SoftwareBitmap to a file with BitmapEncoder
To save a SoftwareBitmap to a file, get an instance of StorageFile to which the image will be saved. This example uses a FileSavePicker to allow the user to select an output file.
Call the OpenAsync method of the StorageFile object to get a random access stream to which the image will be written. Call the static method BitmapEncoder.CreateAsync to get an instance of the BitmapEncoder class for the specified stream. The first parameter to CreateAsync is a GUID representing the codec that should be used to encode the image. BitmapEncoder class exposes a property containing the ID for each codec supported by the encoder, such as JpegEncoderId.
Use the SetSoftwareBitmap method to set the image that will be encoded. You can set values of the BitmapTransform property to apply basic transforms to the image while it is being encoded. The IsThumbnailGenerated property determines whether a thumbnail is generated by the encoder. Note that not all file formats support thumbnails, so if you use this feature, you should catch the unsupported operation error that will be thrown if thumbnails are not supported.
Call FlushAsync to cause the encoder to write the image data to the specified file.
You can specify additional encoding options when you create the BitmapEncoder by creating a new BitmapPropertySet object and populating it with one or more BitmapTypedValue objects representing the encoder settings. For a list of supported encoder options, see BitmapEncoder options reference.
Use SoftwareBitmap with a XAML Image control
To display an image within a XAML page using the Image control, first define an Image control in your XAML page.
Bitmap Image
Currently, the Image control only supports images that use BGRA8 encoding and pre-multiplied or no alpha channel. Before attempting to display an image, test to make sure it has the correct format, and if not, use the SoftwareBitmap static Convert method to convert the image to the supported format.
Create a new SoftwareBitmapSource object. Set the contents of the source object by calling SetBitmapAsync, passing in a SoftwareBitmap. Then you can set the Source property of the Image control to the newly created SoftwareBitmapSource.
You can also use SoftwareBitmapSource to set a SoftwareBitmap as the ImageSource for an ImageBrush.
Create a SoftwareBitmap from a WriteableBitmap
You can create a SoftwareBitmap from an existing WriteableBitmap by calling SoftwareBitmap.CreateCopyFromBuffer and supplying the PixelBuffer property of the WriteableBitmap to set the pixel data. The second argument allows you to request a pixel format for the newly created WriteableBitmap. You can use the PixelWidth and PixelHeight properties of the WriteableBitmap to specify the dimensions of the new image.
Create or edit a SoftwareBitmap programmatically
So far this topic has addressed working with image files. You can also create a new SoftwareBitmap programatically in code and use the same technique to access and modify the SoftwareBitmap's pixel data.
SoftwareBitmap uses COM interop to expose the raw buffer containing the pixel data.
To use COM interop, you must include a reference to the System.Runtime.InteropServices namespace in your project.
Initialize the IMemoryBufferByteAccess COM interface by adding the following code within your namespace.
Create a new SoftwareBitmap with pixel format and size you want. Or, use an existing SoftwareBitmap for which you want to edit the pixel data. Call SoftwareBitmap.LockBuffer to obtain an instance of the BitmapBuffer class representing the pixel data buffer. Cast the BitmapBuffer to the IMemoryBufferByteAccess COM interface and then call IMemoryBufferByteAccess.GetBuffer to populate a byte array with data. Use the BitmapBuffer.GetPlaneDescription method to get a BitmapPlaneDescription object that will help you calculate the offset into the buffer for each pixel.
Because this method accesses the raw buffer underlying the Windows Runtime types, it must be declared using the unsafe keyword. You must also configure your project in Microsoft Visual Studio to allow the compilation of unsafe code by opening the project's Properties page, clicking the Build property page, and selecting the Allow Unsafe Code checkbox.
Create a SoftwareBitmap from a Direct3D surface
To create a SoftwareBitmap object from a Direct3D surface, you must include the Windows.Graphics.DirectX.Direct3D11 namespace in your project.
Call CreateCopyFromSurfaceAsync to create a new SoftwareBitmap from the surface. As the name indicates, the new SoftwareBitmap has a separate copy of the image data. Modifications to the SoftwareBitmap will not have any effect on the Direct3D surface.
Convert a SoftwareBitmap to a different pixel format
The SoftwareBitmap class provides the static method, Convert, that allows you to easily create a new SoftwareBitmap that uses the pixel format and alpha mode you specify from an existing SoftwareBitmap. Note that the newly created bitmap has a separate copy of the image data. Modifications to the new bitmap will not affect the source bitmap.
Transcode an image file
You can transcode an image file directly from a BitmapDecoder to a BitmapEncoder. Create a IRandomAccessStream from the file to be transcoded. Create a new BitmapDecoder from the input stream. Create a new InMemoryRandomAccessStream for the encoder to write to and call BitmapEncoder.CreateForTranscodingAsync, passing in the in-memory stream and the decoder object. Encode options are not supported when transcoding; instead you should use CreateAsync. Any properties in the input image file that you do not specifically set on the encoder, will be written to the output file unchanged. Call FlushAsync to cause the encoder to encode to the in-memory stream. Finally, seek the file stream and the in-memory stream to the beginning and call CopyAsync to write the in-memory stream out to the file stream.