Get total image value - c#

Below is my code:
private double GetImageValue(Bitmap Image)
{
double ImageValue = 0;
for (int X = 0; X < Image.Width; X++)
{
for (int Y = 0; Y < Image.Height; Y++)
{
Color CurrentPixel = Image.GetPixel(X, Y);
ImageValue += CurrentPixel.A + CurrentPixel.B + CurrentPixel.G + CurrentPixel.R;
}
}
return ImageValue;
}
The code returns the total value of each pixel in the image. Is there a way to speed up the procedure?

Something like this:
private double GetImageValue(Bitmap image)
{
double imageValue = 0;
var rect = new Rectangle(0, 0, image.Width, image.Height);
var bmpData = image.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
var ptr = bmpData.Scan0;
var bytes = Math.Abs(bmpData.Stride) * image.Height;
var values = new byte[bytes];
System.Runtime.InteropServices.Marshal.Copy(ptr, values, 0, bytes);
for (int y = 0; y < image.Height; y++)
{
int lineStart = y * Math.Abs(bmpData.Stride);
for (int x = 0; x < image.Width * 3; x++)
{
imageValue += values[lineStart + x];
}
}
image.UnlockBits(bmpData);
return imageValue;
}

Related

How to assign values of very long array to another one and loop through fast?

The main goal is to get all pixels from the bitmap very fast, and now this is done in 30fps.
I save the bitmap to byte[] array which has length: 4196406(4mb).
This is the code I use which give me ~5fps:
using (var data = new MemoryStream())
{
bitmap.Save(data, ImageFormat.Bmp);
ScreenRefreshed?.Invoke(this, data.ToArray());
_init = true;
}
Color[,] Pixels = new Color[Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height];
Pixels = GetPixels(data);
public Color[,] GetPixels(byte[] data)
{
int width = Screen.PrimaryScreen.Bounds.Width;
int height = Screen.PrimaryScreen.Bounds.Height;
Int32 stride = width * 4;
Int32 curRowOffs = (((width * height * 4) + 54) - 1) - stride;
Color[,] buffer = new Color[width, height];
for (uint y = 0; y < height; y++)
{
uint index = (uint)curRowOffs;
for (uint x = 0; x < width; x++)
{
if (index >= 0)
{
var b = data[index];
var g = data[index + 1];
var r = data[index + 2];
var a = data[index + 3];
buffer[x, y] = Color.FromArgb(a,r,g,b); //This line is reducing the fps
}
index += 4;
}
curRowOffs -= stride;
}
return buffer;
}
How to assign the values of array to another one
and loop through the second array keeping the same speed(30fps)?
This line: buffer[x, y] = Color.FromArgb(a,r,g,b); - reduces fps from 30 to 5

Best way to speed up CropTransparentPixels method

I have just wrote this method to crop transparent pixels from images.
It seems to work ok but it is very slow because of GetPixel - any ideas on how to make the algorithm logic quicker?
I know I can change the GetPixel for faster (but unsafe) access code and I might do so, however I am after ways to avoid doing a full scan. I want advice on how to make the logic behind this algorithm quicker.
public Bitmap CropTransparentPixels(Bitmap originalBitmap)
{
// Find the min/max transparent pixels
Point min = new Point(int.MaxValue, int.MaxValue);
Point max = new Point(int.MinValue, int.MinValue);
for (int x = 0; x < originalBitmap.Width; ++x)
{
for (int y = 0; y < originalBitmap.Height; ++y)
{
Color pixelColor = originalBitmap.GetPixel(x, y);
if (pixelColor.A == 255)
{
if (x < min.X) min.X = x;
if (y < min.Y) min.Y = y;
if (x > max.X) max.X = x;
if (y > max.Y) max.Y = y;
}
}
}
// Create a new bitmap from the crop rectangle
Rectangle cropRectangle = new Rectangle(min.X, min.Y, max.X - min.X, max.Y - min.Y);
Bitmap newBitmap = new Bitmap(cropRectangle.Width, cropRectangle.Height);
using (Graphics g = Graphics.FromImage(newBitmap))
{
g.DrawImage(originalBitmap, 0, 0, cropRectangle, GraphicsUnit.Pixel);
}
return newBitmap;
}
This is the method I ended up writing and it is much faster.
public static Bitmap CropTransparentPixels(this Bitmap bmp)
{
BitmapData bmData = null;
try
{
bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
int scanline = bmData.Stride;
IntPtr Scan0 = bmData.Scan0;
Point top = new Point(), left = new Point(), right = new Point(), bottom = new Point();
bool complete = false;
unsafe
{
byte* p = (byte*)(void*)Scan0;
for (int y = 0; y < bmp.Height; y++)
{
for (int x = 0; x < bmp.Width; x++)
{
if (p[3] != 0)
{
top = new Point(x, y);
complete = true;
break;
}
p += 4;
}
if (complete)
break;
}
p = (byte*)(void*)Scan0;
complete = false;
for (int y = bmp.Height - 1; y >= 0; y--)
{
for (int x = 0; x < bmp.Width; x++)
{
if (p[x * 4 + y * scanline + 3] != 0)
{
bottom = new Point(x + 1, y + 1);
complete = true;
break;
}
}
if (complete)
break;
}
p = (byte*)(void*)Scan0;
complete = false;
for (int x = 0; x < bmp.Width; x++)
{
for (int y = 0; y < bmp.Height; y++)
{
if (p[x * 4 + y * scanline + 3] != 0)
{
left = new Point(x, y);
complete = true;
break;
}
}
if (complete)
break;
}
p = (byte*)(void*)Scan0;
complete = false;
for (int x = bmp.Width - 1; x >= 0; x--)
{
for (int y = 0; y < bmp.Height; y++)
{
if (p[x * 4 + y * scanline + 3] != 0)
{
right = new Point(x + 1, y + 1);
complete = true;
break;
}
}
if (complete)
break;
}
}
bmp.UnlockBits(bmData);
System.Drawing.Rectangle rectangle = new Rectangle(left.X, top.Y, right.X - left.X, bottom.Y - top.Y);
Bitmap b = new Bitmap(rectangle.Width, rectangle.Height);
Graphics g = Graphics.FromImage(b);
g.DrawImage(bmp, 0, 0, rectangle, GraphicsUnit.Pixel);
g.Dispose();
return b;
}
catch
{
try
{
bmp.UnlockBits(bmData);
}
catch { }
return null;
}
}

Create a tiled Tiff using LibTiff.net

I used LibTiff.net to crop part of a tiled Tiff and export it as a tiled Tiff but encountered the problem of "can not write tiles image to a stripped image". While the "Tiff.open("out.tif","w") make a stripped image, How can I create a tiled-Tiff to fill it with input data?
using (Tiff input = Tiff.Open(#"E:\Sample_04.tif", "r"))
{
int width = input.GetField(TiffTag.IMAGEWIDTH)[0].ToInt();
int height = input.GetField(TiffTag.IMAGELENGTH)[0].ToInt();
int tileWidth = input.GetField(TiffTag.TILEWIDTH)[0].ToInt();
int tileLentgh = input.GetField(TiffTag.TILELENGTH)[0].ToInt();
int samplesPerPixel = input.GetField(TiffTag.SAMPLESPERPIXEL)[0].ToInt();
int bitsPerSample = input.GetField(TiffTag.BITSPERSAMPLE)[0].ToInt();
int photo = input.GetField(TiffTag.PHOTOMETRIC)[0].ToInt();
int config = input.GetField(TiffTag.PLANARCONFIG)[0].ToInt();
int tiles = 0;
int tileSize = input.TileSize();
byte[][] buffer = new byte[tileSize][];
int tileHeightCount = height / tileLentgh;
int tileWidthCount = width / tileWidth;
for (int y = 0; y < tileLentgh*5; y += tileLentgh)
{
for (int x = 0; x < tileWidth*5; x += tileWidth)
{
buffer[tiles] = new byte[tileSize];
input.ReadTile(buffer[tiles], 0, x, y, 0, 0);
tiles++;
}
}
// writing
using (Tiff output = Tiff.Open("out.tif", "w"))
{
output.SetField(TiffTag.SAMPLESPERPIXEL, samplesPerPixel);
output.SetField(TiffTag.IMAGEWIDTH, width );
output.SetField(TiffTag.IMAGELENGTH, height);
output.SetField(TiffTag.BITSPERSAMPLE, bitsPerSample);
output.SetField(TiffTag.ROWSPERSTRIP, output.DefaultStripSize(0));
output.SetField(TiffTag.PHOTOMETRIC, photo);
output.SetField(TiffTag.PLANARCONFIG, config);
int c = 0;
for (int y = 0; y < tileLentgh*5; y += tileLentgh)
{
for (int x = 0; x < tileWidth*5; x += tileWidth)
{
output.WriteTile(buffer[c], x, y, 0, 0);
c++;
}
}
}
}
System.Diagnostics.Process.Start("555.tif");
}
To create a tiled TIFF please don't use
output.SetField(TiffTag.ROWSPERSTRIP, output.DefaultStripSize(0));
And you absolutely must set TiffTag.TILEWIDTH and TiffTag.TILELENGTH fields before using WriteTile method.

C# draw bitmap from integer

I have to draw an image from integer values. They are stored in List<int>[].
The list has 5081 arrays with 2048 values each. Each value is between 0-1000 and one int is the color for one pixel, so it's grayscale.
I know how to do it with setpixel but this is too slow.
for (int y = 0; y < channelId.Length; y++) {
for (int x = 0; x < channelId[y].Count; x++) {
int myColor = (channelId[y].ElementAt(x) * 255) / 1000;
if (myColor > 255) {
myColor = 255;
} else if (myColor < 0) {
myColor = 0;
}
bmp.SetPixel(x, y, Color.FromArgb(myColor, myColor, myColor));
}
}
I know that there are similar questions here how to draw bitmaps faster but they already have a bitmap. I have to draw the image from my values.
If you don't want to do it unsafely, you could do this (assumes a 32bppArgb pixelformat):
var rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
var bmpData = bmp.LockBits(rect, ImageLockMode.WriteOnly, bmp.PixelFormat);
IntPtr ptr = bmpData.Scan0;
for (var y = 0; y < channelId.Length; y++)
{
var scanLineSize = channelId[y].Count*4;
var rgb = new byte[scanLineSize];
int idx = 0;
// Convert the whole scanline
foreach (var id in channelId[y])
{
rgb[idx] = rgb[idx+1] = rgb[idx+2] = (byte)(id*255/1000);
rgb[idx+3] = 255;
idx += 4;
}
// And copy it in one pass
System.Runtime.InteropServices.Marshal.Copy(rgb, 0, ptr, scanLineSize);
ptr += bmpData.Stride;
}
bmp.UnlockBits(bmpData);
If it's not fast enough for you, you could do the whole conversion of the bitmap in-memory and copy the whole array in one pass. This would not be very memory-efficient though, and this should be "fast enough" for the amount of data you are moving.
Update
Just for fun, in one pass:
var rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
var bmpData = bmp.LockBits(rect, ImageLockMode.WriteOnly, bmp.PixelFormat);
IntPtr ptr = bmpData.Scan0;
int idx = 0;
var rgb = new byte[channelId[0].Count * 4 * channelId.Length];
foreach (var id in channelId.SelectMany(t => t))
{
rgb[idx] = rgb[idx+1] = rgb[idx+2] = (byte)(id*255/1000);
rgb[idx+3] = 255;
idx += 4;
}
System.Runtime.InteropServices.Marshal.Copy(rgb, 0, ptr, rgb.Length);
bmp.UnlockBits(bmpData);
Apart from the memory-efficiency, you'll need to make sure all List<int> in the array contain the same number of elements and that the Stride of the bitmap is the same as width*4. It should be for 2048 elements, but you never know.
BitmapData bitmapData = bmp.LockBits(
new Rectangle(0, 0, channelId[0].Count, channelId.Length),
ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb
);
unsafe{
ColorARGB* startingPosition = (ColorARGB*) bitmapData.Scan0;
for (int y = 0; y < channelId.Length; y++) {
for (int x = 0; x < channelId[y].Count; x++) {
int myColor = (channelId[y].ElementAt(x) * 255) / 1000;
if (myColor > 255) {
myColor = 255;
} else if (myColor < 0) {
myColor = 0;
}
ColorARGB* position = startingPosition + j + i * channelId[0].Count;
position->A = 255;
position->R = myColor;
position->G = myColor;
position->B = myColor;
}
}
bmp.UnlockBits(bitmapData);
}

c#: Generate a new single image that repeats another image for x times horizontally

I'm looking for sample .NET code (System.Drawing.Image) that does the following:
Load a given image file.
Generate a new single image that repeats the orginal image for x times horizontally.
This creates a new bitmap and draws the source bitmap to it numTimes times.
Bitmap b = Bitmap.FromFile(sourceFilename);
Bitmap output = new Bitmap(b.Width * numTimes, b.Height);
Graphics g = Graphics.FromImage(output);
for (int i = 0; i < numTimes; i++) {
g.DrawImage(b, i * b.Width, 0);
}
// do whatever with the image, here we'll output it
output.Save(outputFilename);
// make sure to clean up too
g.Dispose();
b.Dispose();
output.Dispose();
Here a sample copying each source image pixel on destination bitmap
static void Main(string[] args)
{
ushort nbCopies = 2;
Bitmap srcBitmap = (Bitmap)Image.FromFile(#"C:\Users\Public\Pictures\Sample Pictures\Koala.jpg");
Bitmap dstBitmap = new Bitmap(srcBitmap.Width * nbCopies, srcBitmap.Height, srcBitmap.PixelFormat);
//Slow method
for (int curCopy = 0; curCopy < nbCopies; curCopy++)
{
for (int x = 0; x < srcBitmap.Width; x++)
{
for (int y = 0; y < srcBitmap.Height; y++)
{
Color c = srcBitmap.GetPixel(x, y);
dstBitmap.SetPixel(x + (curCopy * srcBitmap.Width), y, c);
}
}
}
//OR
//Fast method using unsafe code
BitmapData srcBd = srcBitmap.LockBits(new Rectangle(Point.Empty, srcBitmap.Size), ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
BitmapData dstBd = dstBitmap.LockBits(new Rectangle(Point.Empty, dstBitmap.Size), ImageLockMode.WriteOnly, dstBitmap.PixelFormat);
unsafe
{
for (int curCopy = 0; curCopy < nbCopies; curCopy++)
{
for (int y = 0; y < srcBitmap.Height; y++)
{
byte* srcRow = (byte*)srcBd.Scan0 + (y * srcBd.Stride);
byte* dstRow = (byte*)dstBd.Scan0 + (y * dstBd.Stride) + (curCopy * srcBd.Stride);
for (int x = 0; x < srcBitmap.Width; x++)
{
//Copy each composant value (typically RGB)
for (int comp = 0; comp < (srcBd.Stride / srcBd.Width); comp++)
{
dstRow[x * 3 + comp] = srcRow[x * 3 + comp];
}
}
}
}
}
dstBitmap.UnlockBits(dstBd);
srcBitmap.UnlockBits(srcBd);
dstBitmap.Save(#"C:\Users\Public\Pictures\Sample Pictures\Koala_multiple.jpg");
dstBitmap.Dispose();
srcBitmap.Dispose();
}

Categories

Resources