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TGA I O Functions
The Targa Truvision (.TGA
) format is commonly used as a texture source file format in game development, but this format is not supported by any built-in WIC codec. These functions implement a simple reader and writer for this format.
#GetMetadataFromTGAMemory, GetMetadataFromTGAFile
Returns the TexMetadata from a .TGA
file.
HRESULT GetMetadataFromTGAMemory( LPCVOID pSource, size_t size,
TexMetadata& metadata );
HRESULT GetMetadataFromTGAFile( LPCWSTR szFile,
_Out_ TexMetadata& metadata );
#LoadFromTGAMemory, LoadFromTGAFile
Loads a .TGA
file.
HRESULT LoadFromTGAMemory( LPCVOID pSource, _In_ size_t size,
TexMetadata* metadata, ScratchImage& image );
HRESULT LoadFromTGAFile( LPCWSTR szFile,
TexMetadata* metadata, ScratchImage& image );
#SaveToTGAMemory, SaveToTGAFile
Saves an image to a .TGA
file.
-
R8G8B8A8_UNORM
,R8G8B8A8_UNORM_SRGB
,B8G8R8A8_UNORM
, andB8G8R8A8_UNORM_SRGB
data are written as a 32-bit truecolor uncompressed.TGA
file -
B8G8R8X8_UNORM
andB8G8R8X8_UNORM_SRGB
data is written as a 24-bit truecolor uncompressed.TGA
file -
B5G5R5A1_UNORM
data is written as a 16-bit truecolor uncompressed.TGA
file -
R8_UNORM
andA8_UNORM
data is written as an 8-bit uncompressed greyscale.TGA
fileHRESULT SaveToTGAMemory( const Image& image, Blob& blob );
HRESULT SaveToTGAFile( const Image& image, LPCWSTR szFile );
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 TGA
format cannot contain complicated multi-image formats, so the TexMetadata info is redundant information.
unique_ptr<ScratchImage> image ( new ScratchImage );
HRESULT hr = LoadFromTGAFile( L"ROCKS.TGA", nullptr, *image );
if ( FAILED(hr) )
// error
A TGA
file can only store one 2D image.
const Image* img = image->GetImage(0,0,0);
assert( img );
HRESULT hr = SaveToTGAFile( *img, L"NEW_IMAGE.TGA" );
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 = /*<a DXGI format from the supported list above>*/;
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 = SaveToTGAFile( img, L"NEW_IMAGE.TGA" );
if ( FAILED(hr) )
// error
- The reader does not support
.TGA
files that contain color maps (which are rare in practice) - The reader does not support interleaved files (this feature was deprecated)
- The reader only supports 8-bit greyscale, 16-bit truecolor, 24-bit truecolor, and 32-bit truecolor images
- The writer always creates uncompressed files, although the reader can load RLE compressed files
- The reader and writer do not support the TGA header extension metadata, which is ignored by the reader.
- For 16-bit and 32-bit truecolor images, there is a special-case fixup if the entire alpha channel is 0 it is assumed to be fully opaque.
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 LoadFromTGAFile 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 = LoadFromTGAFile( ..., tempFile->Path->Data(), ... );
DX::ThrowIfFailed(hr);
}
});
});
For SaveToTGAFile 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 opencode@microsoft.com 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