Awesome
Pngle
This is a stream based portable PNG Loader for Embedding, Pngle.
Background
Basically PNG is a memory consuming format from an embedded system perspective, especially on decoding, it mandatory require 32KiB working memory for a sliding window of Deflate, and a scanline buffer (its size depend on image width & format) to reconstruct the image, at least. Unfortunately, due to the memory requirements, we could say traditional Arduino boards, that uses ATmega328 or ATmega32U4 for example, lack of ability to decode standard PNG images.
Today, we have variety of SoC boards for embedded systems or Arduino that have enough memory to decode PNG images, but we need to be concerned about memory consumption sometimes. While there are many other PNG decoders, some of them always require the full size of frame-buffer, some of them don't but do require using complicated APIs instead, and some of them are hard to use in Arduino because of deep dependency. This is why I reinvent the wheel for my own.
Features & Restrictions
- All standard types of PNG files are supported
- Interlaced files are also supported
- Tested with PngSuite
- Easy to use
- Simple API
- Feed PNG binary data with
pngle_feed
API (in the same way aswrite
syscall)
- Feed PNG binary data with
- A super simple single callback interface is used to draw an image
- You need to render pixel-by-pixel (it's neither line-by-line nor frame-by-frame)
- Pixel values are always normalized to 8bits/ch x 4ch for convenience (even if they are indexed, grayscaled, ... or 16bits/ch)
- Drawing x and y values are passed via the interface, so...
- You can roughly resize an image on-the-fly by adjusting drawing x and y values
- You can draw an interlaced image as soon as possible (x and y values occur in Adam7 sequence)
- Simple API
- Easy to embed
- Reasonably small memory footprint on runtime
- Theoretical minimum scanline buffer (depends on width & format) + decompression working memory for Deflate (~43KiB) + α
- No frame-buffer required
- It simply renders pixel-by-pixel instead, mentioned above
- If you prefer off-screen canvas, you can allocate the canvas by yourself and draw pixels to it
- It simply renders pixel-by-pixel instead, mentioned above
- Less dependency
- It only requires
miniz
(don't worry, battery included!)
- It only requires
- Portable
- Written in C99 with
stdint.h
(but not forminiz
yet...)
- Written in C99 with
- MIT License
- Reasonably small memory footprint on runtime
- Transparency support
- A value of transparency is always available as 4th channel of pixel
- tRNS chunk is also supported
- If you need full featured alpha-blending, you can implement it easily (as long as you could know its background source color value, and how to blend them)
- A value of transparency is always available as 4th channel of pixel
- Gamma correction support (gAMA chunk only)
- You can activate the feature by calling
pngle_set_display_gamma
API with display gamma value (Typically 2.2) - It require additional memory (depends on image depth, 64KiB at most), math library (libm), and floating point arithmetic to generate gamma lookup table
- You can remove the feature by defining
PNGLE_NO_GAMMA_CORRECTION
in case of emergency
- You can activate the feature by calling
Usage & How it works
- Allocate Pngle object by calling
pngle_new()
- Setup draw callback by calling
pngle_set_draw_callback()
- Feed PNG binary data by calling
pngle_feed()
until exhausted - During the feeding, callback function
on_draw()
(for example) is called repeatedly - In the
on_draw()
function, put the pixel on a screen (or wherever you want) - Finally, you'll get an image
Examples
Generic C
void on_draw(pngle_t *pngle, uint32_t x, uint32_t y, uint32_t w, uint32_t h, uint8_t rgba[4])
{
uint8_t r = rgba[0]; // 0 - 255
uint8_t g = rgba[1]; // 0 - 255
uint8_t b = rgba[2]; // 0 - 255
uint8_t a = rgba[3]; // 0: fully transparent, 255: fully opaque
if (a) printf("put pixel at (%d, %d) with color #%02x%02x%02x\n", x, y, r, g, b);
}
int main(int argc, char *argv[])
{
pngle_t *pngle = pngle_new();
pngle_set_draw_callback(pngle, on_draw);
// Feed data to pngle
char buf[1024];
int remain = 0;
int len;
while ((len = read(STDIN_FILENO, buf + remain, sizeof(buf) - remain)) > 0) {
int fed = pngle_feed(pngle, buf, remain + len);
if (fed < 0) errx(1, "%s", pngle_error(pngle));
remain = remain + len - fed;
if (remain > 0) memmove(buf, buf + fed, remain);
}
pngle_destroy(pngle);
return 0;
}
Arduino (for M5Stack)
API
See pngle.h
Author
kikuchan / @kikuchan98
License
MIT License