for(unsigned int h=0; h<ImageBits.iHeight; h++)
{
for(unsigned int w=0; w<ImageBits.iWidth; w++)
{
// So in this loop - if our data isn't aligned to 4 bytes, then its been padded
// in the file so it aligns...so we check for this and skip over the padded 0's
// Note here, that the data is read in as b,g,r and not rgb as you'd think!
unsigned char r,g,b;
fread(&b, 1, 1, fp);
fread(&g, 1, 1, fp);
fread(&r, 1, 1, fp);
ImageBits.pARGB[ w + h*ImageBits.iWidth ] = (r<<16 | g<<8 | b);
}// End of for loop w
//If there are any padded bytes - we skip over them here
if( iNumPaddedBytes != 0 )
{
unsigned char skip[4];
fread(skip, 1, 4 - iNumPaddedBytes, fp);
}// End of if reading padded bytes
}// End of for loop h
I do not understand this statement and how does it store the rgb value of the pixel
ImageBits.pARGB[ w + h*ImageBits.iWidth ] = (r<<16 | g<<8 | b);
i did a read up on the << bitwise shift operator but i still do not understand how it works.Can someone help me out here.
Bit shifting moves the bits that make up the value along by the number you specify.
In this case it’s done with colour values so that you can store multiple 1 byte components (such as RGBA which are in the range 0-255) in a single 4 byte structure such as an int
Take this byte:
00000011
which is equal to 3 in decimal. If we wanted to store the value 3 for the RGB and A channel, we would need to store this value in the int (the int being 32 bits)
As you can see the bits are set in 4 groups of 8, and all equal the value 3, but how do you tell what the R value is when it’s stored this way?
If you got rid of the G/B/A values, you’d be left with
00000011 00000000 00000000 00000000
Which still doesn’t equal 3 – (in fact it’s some massive number – 12884901888 I think)
In order to get this value into the last byte of the int, you need to shift the bits 24 places to the right. e.g.
12884901888 >> 24
Then the bits would look like this:
00000000 00000000 00000000 00000011
And you would have your value ‘3’
Basically it’s just a way of moving bits around in a storage structure so that you can better manipulate the values. Putting the RGBA values into a single value is usually called stuffing the bits