pixelBufferToBmp function
Implementation
Future<Uint8List> pixelBufferToBmp(Uint8List pixelBuffer, int width, int height,
{bool hasAlpha = true, bool isFloat = false}) async {
final rowSize = (width * 3 + 3) & ~3;
final padding = rowSize - (width * 3);
final fileSize = 54 + rowSize * height;
final data = Uint8List(fileSize);
final buffer = data.buffer;
final bd = ByteData.view(buffer);
// BMP file header (14 bytes)
bd.setUint16(0, 0x4D42, Endian.little); // 'BM'
bd.setUint32(2, fileSize, Endian.little);
bd.setUint32(10, 54, Endian.little); // Offset to pixel data
// BMP info header (40 bytes)
bd.setUint32(14, 40, Endian.little); // Info header size
bd.setInt32(18, width, Endian.little);
bd.setInt32(22, -height, Endian.little); // Negative for top-down
bd.setUint16(26, 1, Endian.little); // Number of color planes
bd.setUint16(28, 24, Endian.little); // Bits per pixel (RGB)
bd.setUint32(30, 0, Endian.little); // No compression
bd.setUint32(34, rowSize * height, Endian.little); // Image size
bd.setInt32(38, 2835, Endian.little); // X pixels per meter
bd.setInt32(42, 2835, Endian.little); // Y pixels per meter
Float32List? floatData;
if (isFloat) {
floatData = pixelBuffer.buffer.asFloat32List(
pixelBuffer.offsetInBytes, width * height * (hasAlpha ? 4 : 3));
}
// Pixel data (BMP stores in BGR format)
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
final srcIndex = (y * width + x) * (hasAlpha ? 4 : 3); // RGBA format
final dstIndex = 54 + y * rowSize + x * 3; // BGR format
data[dstIndex] = isFloat
? (floatData![srcIndex + 2] * 255).toInt()
: pixelBuffer[srcIndex + 2]; // Blue
data[dstIndex + 1] = isFloat
? (floatData![srcIndex + 1] * 255).toInt()
: pixelBuffer[srcIndex + 1]; // Green
data[dstIndex + 2] = isFloat
? (floatData![srcIndex] * 255).toInt()
: pixelBuffer[srcIndex]; // Red
// Alpha channel is discarded
}
// Add padding to the end of each row
for (var p = 0; p < padding; p++) {
data[54 + y * rowSize + width * 3 + p] = 0;
}
}
return data;
}