I want to change the specified pixel in a bitmap to transparent.
The method is as follows:
Bitmap bt = new Bitmap(Mybitmap);
System.Drawing.Rectangle rect = new System.Drawing.Rectangle(0, 0, Mybitmap.Width, Mybitmap.Height);
BitmapData bmpdata = bt.LockBits(rect, ImageLockMode.ReadWrite, bt.PixelFormat);
IntPtr ptr = bmpdata.Scan0;
int bytes = Math.Abs(bmpdata.Stride) * bt.Height;
byte[] rgbValues = new byte[bytes];
Marshal.Copy(ptr, rgbValues, 0, bytes);
int len = rgbValues.Length;
for (int i = 0; i < len; i += 4)
{
//Some colors are already stored in this SpecificColor1ist, and pixels with the same color will be changed to transparent
foreach (var item in SpecificColor1ist)
{
if ((rgbValues[i]==item.B)&&(rgbValues[i+1] == item.G)&&(rgbValues[i+2] == item.R))
{
rgbValues[i + 3] = (byte)0;
}
}
}
System.Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes);
bt.UnlockBits(bmpdata);
return bt;
But the speed is too slow. Is there any way to make it faster? Unsafe code is also acceptable.
You have a pointer to the pixel data array, why not use it Scan0 (you will need to set your method as unsafe, and set it appropriately in the build options for your project)
you could make sure your pixel format is 32 bits.
You could compare your rbg values in one go with in int
Use a HashSet for a faster lookup
Clear the apha-channel using a bitwise &
Example
var colorHash = SpecificColor1ist
.Select(x => x.ToArgb())
.ToHashSet();
...
var data = bt.LockBits(rect, ImageLockMode.ReadWrite, PixelFormat.Format32bppPArgb);
var length = (int*)data.Scan0 + Mybitmap.Height * Mybitmap.Width;
for (var p = (int*)data.Scan0; p < length; p++)
if(colorHash .Contains(*p))
*p = (*p & 0xFFFFFF) // i think sets the alpha to 0
...
Related
I am trying to generate 16bit grayscale Bitmap in C# from a random data.But it crashed on Marshal.Copy.
Here is my code:
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT * 2;
var bitmapBytes = new short[numberOfBytes];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x) * 2; // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // BLUE
bitmapBytes[i + 1] = value; // GREEN
bitmapBytes[i + 2] = value; // RED
// bitmapBytes[i + 3] = 0xFF; // ALPHA
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, numberOfBytes);//crashes here
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
The exception is:
An unhandled exception of type 'System.AccessViolationException' occurred in mscorlib.dll
This is not my code.I found it in relation to 32bit Bitmaps and modified.But I guess I have missed something as I am pretty new to C#.
Basically,all I need is to wrap into BitmapData an arrays of shorts.
This works for System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
private static void SaveBmp(Bitmap bmp, string path)
{
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
BitmapData bitmapData = bmp.LockBits(rect, ImageLockMode.ReadOnly, bmp.PixelFormat);
var pixelFormats = ConvertBmpPixelFormat(bmp.PixelFormat);
BitmapSource source = BitmapSource.Create(bmp.Width,
bmp.Height,
bmp.HorizontalResolution,
bmp.VerticalResolution,
pixelFormats,
null,
bitmapData.Scan0,
bitmapData.Stride * bmp.Height,
bitmapData.Stride);
bmp.UnlockBits(bitmapData);
FileStream stream = new FileStream(path, FileMode.Create);
TiffBitmapEncoder encoder = new TiffBitmapEncoder();
encoder.Compression = TiffCompressOption.Zip;
encoder.Frames.Add(BitmapFrame.Create(source));
encoder.Save(stream);
stream.Close();
}
private static System.Windows.Media.PixelFormat ConvertBmpPixelFormat(System.Drawing.Imaging.PixelFormat pixelformat)
{
System.Windows.Media.PixelFormat pixelFormats = System.Windows.Media.PixelFormats.Default;
switch (pixelformat)
{
case System.Drawing.Imaging.PixelFormat.Format32bppArgb:
pixelFormats = PixelFormats.Bgr32;
break;
case System.Drawing.Imaging.PixelFormat.Format8bppIndexed:
pixelFormats = PixelFormats.Gray8;
break;
case System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
pixelFormats = PixelFormats.Gray16;
break;
}
return pixelFormats;
}
I have corrected some of your mistakes (mostly wrong sizes). But it will still crash on b16bpp.Save(), because GDI+ does not support saving 16bit grayscale images.
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT;
var bitmapBytes = new short[IMAGE_WIDTH * IMAGE_HEIGHT];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x); // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // GRAY
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, bitmapBytes.Length);
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
Explanation of my changes:
bitmapData.Stride is already IMAGE_WIDTH * BytesPerPixel so you don't need to multiply by 2
as you declared bitmapBytes as short[] it has to have the size of the image in pixels not in bytes
that means you also do not need to multiply i by 2
since you have a grayscale image it does not have a blue, green and red channel, but one single 16bit gray channel
Marshal.Copy takes the length in "array units" not in bytes
All in all you tried to copy an array 8 times to large into the bitmap.
I am trying to generate 16bit grayscale Bitmap in C# from a random data.But it crashed on Marshal.Copy.
Here is my code:
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT * 2;
var bitmapBytes = new short[numberOfBytes];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x) * 2; // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // BLUE
bitmapBytes[i + 1] = value; // GREEN
bitmapBytes[i + 2] = value; // RED
// bitmapBytes[i + 3] = 0xFF; // ALPHA
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, numberOfBytes);//crashes here
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
The exception is:
An unhandled exception of type 'System.AccessViolationException' occurred in mscorlib.dll
This is not my code.I found it in relation to 32bit Bitmaps and modified.But I guess I have missed something as I am pretty new to C#.
Basically,all I need is to wrap into BitmapData an arrays of shorts.
This works for System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
private static void SaveBmp(Bitmap bmp, string path)
{
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
BitmapData bitmapData = bmp.LockBits(rect, ImageLockMode.ReadOnly, bmp.PixelFormat);
var pixelFormats = ConvertBmpPixelFormat(bmp.PixelFormat);
BitmapSource source = BitmapSource.Create(bmp.Width,
bmp.Height,
bmp.HorizontalResolution,
bmp.VerticalResolution,
pixelFormats,
null,
bitmapData.Scan0,
bitmapData.Stride * bmp.Height,
bitmapData.Stride);
bmp.UnlockBits(bitmapData);
FileStream stream = new FileStream(path, FileMode.Create);
TiffBitmapEncoder encoder = new TiffBitmapEncoder();
encoder.Compression = TiffCompressOption.Zip;
encoder.Frames.Add(BitmapFrame.Create(source));
encoder.Save(stream);
stream.Close();
}
private static System.Windows.Media.PixelFormat ConvertBmpPixelFormat(System.Drawing.Imaging.PixelFormat pixelformat)
{
System.Windows.Media.PixelFormat pixelFormats = System.Windows.Media.PixelFormats.Default;
switch (pixelformat)
{
case System.Drawing.Imaging.PixelFormat.Format32bppArgb:
pixelFormats = PixelFormats.Bgr32;
break;
case System.Drawing.Imaging.PixelFormat.Format8bppIndexed:
pixelFormats = PixelFormats.Gray8;
break;
case System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
pixelFormats = PixelFormats.Gray16;
break;
}
return pixelFormats;
}
I have corrected some of your mistakes (mostly wrong sizes). But it will still crash on b16bpp.Save(), because GDI+ does not support saving 16bit grayscale images.
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT;
var bitmapBytes = new short[IMAGE_WIDTH * IMAGE_HEIGHT];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x); // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // GRAY
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, bitmapBytes.Length);
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
Explanation of my changes:
bitmapData.Stride is already IMAGE_WIDTH * BytesPerPixel so you don't need to multiply by 2
as you declared bitmapBytes as short[] it has to have the size of the image in pixels not in bytes
that means you also do not need to multiply i by 2
since you have a grayscale image it does not have a blue, green and red channel, but one single 16bit gray channel
Marshal.Copy takes the length in "array units" not in bytes
All in all you tried to copy an array 8 times to large into the bitmap.
I am trying to combine 3 grayscale bitmaps into one color bitmap. All three grayscale images are the same size (this is based off of data from the Hubble). My logic is:
Load "blue" image and convert to PixelFormat.Format24bppRgb. Based off of that create a new byte array that is 4 times as large as the blue data array length/3 (so it will be one byte for blue, one byte for green, one byte for red, one byte for alpha per pixel since my system is little endian). Populate the "blue" bytes of the array from the "blue" bytes of the blue image (and in this first loop set the alpha byte to 255). I then load the green and red bitmaps, convert them to PixelFormat.Format24bppRgb, and pull the g/r value and add it to the correct place in the data array. The final data array then has the bgra bytes set correctly from what I can tell.
When I have the data array populated, I have used it to:
Create a PixelFormats.Bgra32 BitmapSource then convert that to a Bitmap.
Create a PixelFormat.Format32bppArgb Bitmap using the Bitmap constructor (width, height, stride, PixelForma, IntPtr)
Create a PixelFormat.Format32bppArgb Bitmap using pointers
All three ways of creating a return bitmap result in the image being "skewed" (sorry, I don't know of a better word).
The actual output (of all three ways of generating the final bitmap) is: Actual output
The desired output is something like (this was done in photoshop so it is slightly different): Desired output
The three file names (_blueFileName, _greenFileName, _redFileName) are set in the constructor and I check to make sure the files exist before creating the class. I can post that code if anyone wants it.
Can anyone tell me what I am doing wrong? I am guessing that is is due to the stride or something like that?
Note: I can't post the links to the images I am using as input as I don't have 10 reputation points. Maybe I could send the links via email or something if someone wants them as well.
Here is my code (with some stuff commented out, the comments describe what happens if each commented out block is used instead):
public Bitmap Merge()
{
// Load original "blue" bitmap.
Bitmap tblueBitmap = (Bitmap)Image.FromFile(_blueFileName);
int width = tblueBitmap.Width;
int height = tblueBitmap.Height;
// Convert to 24 bpp rgb (which is bgr on little endian machines)
Bitmap blueBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(blueBitmap))
{
gr.DrawImage(tblueBitmap, 0, 0, width, height);
}
tblueBitmap.Dispose();
// Lock and copy to byte array.
BitmapData blueData = blueBitmap.LockBits(new Rectangle(0, 0, blueBitmap.Width, blueBitmap.Height), ImageLockMode.ReadOnly,
blueBitmap.PixelFormat);
int numbBytes = blueData.Stride*blueBitmap.Height;
byte[] blueBytes = new byte[numbBytes];
Marshal.Copy(blueData.Scan0, blueBytes, 0, numbBytes);
blueBitmap.UnlockBits(blueData);
blueData = null;
blueBitmap.Dispose();
int mult = 4;
byte[] data = new byte[(numbBytes/3)*mult];
int count = 0;
// Copy every third byte starting at 0 to the final data array (data).
for (int i = 0; i < data.Length / mult; i++)
{
// Check for overflow
if (blueBytes.Length <= count*3 + 2)
{
continue;
}
// First pass, set Alpha channel.
data[i * mult + 3] = 255;
// Set blue byte.
data[i*mult] = blueBytes[count*3];
count++;
}
// Cleanup.
blueBytes = null;
int generation = GC.GetGeneration(this);
GC.Collect(generation);
Bitmap tgreenBitmap = (Bitmap)Image.FromFile(_greenFileName);
Bitmap greenBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(greenBitmap))
{
gr.DrawImage(tgreenBitmap, 0, 0, width, height);
}
tgreenBitmap.Dispose();
BitmapData greenData = greenBitmap.LockBits(new Rectangle(0, 0, greenBitmap.Width, greenBitmap.Height), ImageLockMode.ReadOnly,
greenBitmap.PixelFormat);
numbBytes = greenData.Stride * greenBitmap.Height;
byte[] greenBytes = new byte[numbBytes];
Marshal.Copy(greenData.Scan0, greenBytes, 0, numbBytes);
greenBitmap.UnlockBits(greenData);
greenData = null;
greenBitmap.Dispose();
count = 0;
for (int i = 0; i < data.Length / mult; i++)
{
if (greenBytes.Length <= count * 3 + 1)
{
continue;
}
// Set green byte
data[i * mult + 1] = greenBytes[count * 3 + 1];
count++;
}
greenBytes = null;
generation = GC.GetGeneration(this);
GC.Collect(generation);
Bitmap tredBitmap = (Bitmap)Image.FromFile(_redFileName);
Bitmap redBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(redBitmap))
{
gr.DrawImage(tredBitmap, 0, 0, width, height);
}
tredBitmap.Dispose();
BitmapData redData = redBitmap.LockBits(new Rectangle(0, 0, redBitmap.Width, redBitmap.Height), ImageLockMode.ReadOnly,
redBitmap.PixelFormat);
numbBytes = redData.Stride * redBitmap.Height;
byte[] redBytes = new byte[numbBytes];
Marshal.Copy(redData.Scan0, redBytes, 0, numbBytes);
redBitmap.UnlockBits(redData);
redData = null;
redBitmap.Dispose();
count = 0;
for (int i = 0; i < data.Length / mult; i++)
{
if (redBytes.Length <= count * 3+2)
{
count++;
continue;
}
// set red byte
data[i * mult + 2] = redBytes[count * 3 + 2];
count++;
}
redBytes = null;
generation = GC.GetGeneration(this);
GC.Collect(generation);
int stride = (width*32 + 7)/8;
var bi = BitmapSource.Create(width, height, 96, 96, PixelFormats.Bgra32, null, data, stride);
// uncomment out below to see what a bitmap source to bitmap does. So far, it is exactly the same as
// the uncommented out lines below.
// ---------------------------------------------------------------------------------------------------
//return BitmapImage2Bitmap(bi);
unsafe
{
fixed (byte* p = data)
{
IntPtr ptr = (IntPtr)p;
// Trying the commented out lines returns the same bitmap as the uncommented out lines.
// ------------------------------------------------------------------------------------
byte* p2 = (byte*)ptr;
Bitmap retBitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
BitmapData fData = retBitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb);
unsafe
{
for (int i = 0; i < fData.Height; i++)
{
byte* imgPtr = (byte*)(fData.Scan0 + (fData.Stride * i));
for (int x = 0; x < fData.Width; x++)
{
for (int ii = 0; ii < 4; ii++)
{
*imgPtr++ = *p2++;
}
//*imgPtr++ = 255;
}
}
}
retBitmap.UnlockBits(fData);
//Bitmap retBitmap = new Bitmap(width, height, GetStride(width, PixelFormat.Format32bppArgb),
// PixelFormat.Format32bppArgb, ptr);
return retBitmap;
}
}
}
private Bitmap BitmapImage2Bitmap(BitmapSource bitmapSrc)
{
using (MemoryStream outStream = new MemoryStream())
{
BitmapEncoder enc = new BmpBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(bitmapSrc));
enc.Save(outStream);
Bitmap bitmap = new Bitmap(outStream);
return new Bitmap(bitmap);
}
}
private int GetStride(int width, PixelFormat pxFormat)
{
int bitsPerPixel = ((int)pxFormat >> 8) & 0xFF;
int validBitsPerLine = width * bitsPerPixel;
int stride = ((validBitsPerLine + 31) / 32) * 4;
return stride;
}
You are missing the gap between the lines. The Stride value is not the amount of data in a line, it's the distance between the start of one line to the next. There may be a gap at the end of each line to align the next line on an even address boundary.
The Stride value can even be negative, then the image is stored upside down in memory. To get the data without the gaps and to handle all cases you need to copy one line at a time:
BitmapData blueData = blueBitmap.LockBits(new Rectangle(0, 0, blueBitmap.Width, blueBitmap.Height), ImageLockMode.ReadOnly, blueBitmap.PixelFormat);
int lineBytes = blueBitmap.Width * 3;
int numbBytes = lineBytes * blueBitmap.Height;
byte[] blueBytes = new byte[numbBytes];
for (int y = 0; y < blueBitmap.Height; y++) {
Marshal.Copy(blueData.Scan0 + y * blueData.Stride, blueBytes, y * lineBytes, lineBytes);
}
blueBitmap.UnlockBits(blueData);
blueBitmap.Dispose();
I am trying to extract R G B values from a pixel in the following code:
for ( int i=0; i < pixeldata.length; i++)
{
IntPtr ptr = bmd.Scan0+i;
byte* pixel = (byte*)ptr;
//here is the problem :O
float r = pixel[1];
float g = pixel[2];
float b = pixel[3];
}
....
where bmd is an array of pixels data:
BitmapData bmd = source.LockBits(rect, ImageLockMode.ReadOnly, source.PixelFormat);
and source is the Bitmap of my input, which is an image.
I am trying to avoid the use of Color object. I have already done that and it works, I want to use this other way, but the issue is that ptr is a number and I have to extract the R G B from it.
This is the solution that gives you the right answer.
Bitmap source = new Bitmap(image);
Rectangle rect = new Rectangle(0, 0, source.Width, source.Height);
BitmapData bmd = source.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
int totalPixels = rect.Height * rect.Width;
int[] pixelData = new int[totalPixels];
for (int i = 0; i < totalPixels; i++)
{
byte* pixel = (byte*)bmd.Scan0;
pixel = pixel + (i * 4);
byte b = pixel[0];
byte g = pixel[1];
byte r = pixel[2];
int luma = (int)(r * 0.3 + g * 0.59 + b * 0.11);
pixelData[i] = luma;
}
If you have a format that stores R, G, and B as one byte each linearly in memory in that order, the code to extract the RGB values should look like
byte r = pixel[0];
byte g = pixel[1];
byte b = pixel[2];
Note that the index offset begins at 0, and that the values returned are byte not float (though you can certainly cast if you wish).
Additionally you would have to increment i by 3 rather than 1 because 3 adjacent bytes represent a single pixel.
You would be wise to test that source.PixelFormat indeed uses the format you are assuming.
You also have to compile with the /unsafe switch in order to use pointers in C#.
UPDATE
Per #Don's comment as well as your own, the order in linear memory would be ABGR. That means the code would be:
for ( int i=0; i < pixeldata.length; i+=4)
{
IntPtr ptr = bmd.Scan0+i;
byte* pixel = (byte*)ptr;
byte a = pixel[0]; // You can ignore if you do not need alpha.
byte b = pixel[1];
byte g = pixel[2];
byte r = pixel[3];
}
Ok, this was interesting, and I have written some code to play with. Assuming that your image has pixels in format Format24bppRgb (more info about formats here: http://msdn.microsoft.com/en-us/library/system.drawing.imaging.pixelformat.aspx). This format store B, G, R values in 24 bits one after another.
Below code which will parse some d:\\24bits.bmp image from your hard drive and creates new identical one "d:\\24bits_1.bmp" using information B, G, R information from bytes array of first image data.
unsafe private static void TestBMP()
{
Bitmap bmp = new Bitmap("d:\\24bits.bmp");
// Ensure that format is Format24bppRgb.
Console.WriteLine(bmp.PixelFormat);
Bitmap copyBmp = new Bitmap(bmp.Width, bmp.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
// Copy all pixels of initial image for verification.
int pixels = bmp.Height * bmp.Width;
Color[,] allPixels = new Color[bmp.Height, bmp.Width];
for (int i = 0; i < bmp.Height; i++)
for (int j = 0; j < bmp.Width; j++)
allPixels[i, j] = bmp.GetPixel(j, i);
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
System.Drawing.Imaging.BitmapData bmpData =
bmp.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly,
bmp.PixelFormat);
IntPtr ptr = bmpData.Scan0;
byte* stream = (byte*)ptr;
for (int y = 0; y < bmp.Height; y++)
for (int x = 0; x < bmp.Width; x++)
{
int byteIndex = y * bmpData.Stride + x * 3;
byte r = stream[byteIndex + 2];
byte g = stream[byteIndex + 1];
byte b = stream[byteIndex];
Color c = allPixels[y, x];
if (r != c.R || g != c.G || b != c.B)
{
Console.WriteLine("This should never appear");
}
copyBmp.SetPixel(x, y, Color.FromArgb(255, r, g, b));
}
// Save new image. It should be the same as initial one.
copyBmp.Save("d:\\24bits_1.bmp");
}
I have 3 System.Drawing.Bitmap objects. A RGB foreground, RGB background, and a single byte per pixel mask image where 0 means take the background pixel and 1 means take the foreground pixel. All three are the same dimensions.
I chose to use the Bitmap objects because I need to eventually run this code in MonoTouch and MonoDroid. I can rethink that if needed.
The code I have is optimized but still seems slow. This is also the slowest part of the whole operation so I would like to optimize it more. I also can't help but think there is some secret method that will do all this for me.
If it helps. Prior to this point all 3 are byte[]'s which I turn into images and re-size to uniform dimensions. If I could do things better one step back then let me know.
The code below is what I am currently using and essentially updates the background image with the appropriate foreground pixels.
BitmapData backgroundData = background.LockBits(new System.Drawing.Rectangle(0, 0, background.Width, background.Height), ImageLockMode.ReadOnly, background.PixelFormat);
int backgroundPixelSize = GetPixelSize(backgroundData);
BitmapData foregroundData = foreground.LockBits(new System.Drawing.Rectangle(0, 0, foreground.Width, foreground.Height), ImageLockMode.ReadOnly, foreground.PixelFormat);
int foregroundPixelSize = GetPixelSize(foregroundData);
BitmapData maskData = mask.LockBits(new System.Drawing.Rectangle(0, 0, mask.Width, mask.Height), ImageLockMode.ReadOnly, mask.PixelFormat);
//int maskPixelSize = GetPixelSize(maskData);
for (int y = 0; y < background.Height; y++)
{
byte* backgroundRow = (byte*)backgroundData.Scan0 + (y * backgroundData.Stride);
byte* foregroundRow = (byte*)foregroundData.Scan0 + (y * foregroundData.Stride);
byte* maskRow = (byte*)maskData.Scan0 + (y * maskData.Stride);
for (int x = 0; x < background.Width; x++)
{
// Check if the mask byte is set
if (maskRow[x] > 0)
{
// Copy the bytes over
for (int p = 0; p < backgroundPixelSize; p++)
{
backgroundRow[x * backgroundPixelSize + p] = foregroundRow[x * foregroundPixelSize + p];
}
}
}
}
Update:
The two images are 3 bytes per pixel and the mask image is 1 byte per pixel.
You can try this code. I think it's more fastly and clear (in case of all three images have same sizes).
BitmapData backgroundData = background.LockBits(
new System.Drawing.Rectangle(0, 0, background.Width, background.Height),
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
BitmapData foregroundData = foreground.LockBits(
new System.Drawing.Rectangle(0, 0, foreground.Width, foreground.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
BitmapData maskData = mask.LockBits(
new System.Drawing.Rectangle(0, 0, mask.Width, mask.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
uint* backgroundPtr = (uint*)backgroundData.Scan0;
uint* foregroundPtr = (uint*)foregroundData.Scan0;
uint* maskPtr = (uint*)maskData.Scan0;
int dataLength = backgroundData.Height * backgroundData.Width;
for (int i = 0; i < dataLength; i++)
if (maskPtr[i] > 0)
backgroundPtr[i] = foregroundPtr[i];
UPDATE
Also it is possible to use mask PixelFormat:
BitmapData maskData = mask.LockBits(
new System.Drawing.Rectangle(0, 0, mask.Width, mask.Height),
ImageLockMode.ReadOnly, mask.PixelFormat);
byte* maskPtr = (byte*)maskData.Scan0;
int dataLength = backgroundData.Height * backgroundData.Width;
for (int i = 0; i < dataLength; i++)
if (maskPtr[i] > 0)
backgroundPtr[i] = foregroundPtr[i];