Is it possible to hide data in a bitmap using LockBits? - c#

I'm writing a small steganography application in C# and was able to hide text in images. However the method I used was the GetPixel/SetPixel method which was a lot slower for larger images, which I noticed after trying to hide a mp3 file in the image. After some google searches, I found out about LockBits. While the speed did improve drastically, I discovered that I was unable to extract the encrypted data (the cipher text) which was hidden in the image.
I'm not sure if the issue is with how I insert the data or when extracting it. When attempting to extract the Base64 cipher text, it would be corrupted (random symbols and characters) and throw an exception about it not being a Base64String. I ended up changing the code by following what was on the documentation for LockBits, I'll paste it below.
Merging the cipher text
public static unsafe void MergeEncryptedData(string data, Bitmap bmp, string output) {
State s = State.HIDING;
int height = bmp.Height;
int width = bmp.Width;
var bitmapData = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, bmp.PixelFormat);
byte * scan0 = (byte * ) bitmapData.Scan0;
int bytesPerPixel = 4;
int dataIndex = 0;
byte dataValue = 0;
long colorUnitIndex = 0;
int zeros = 0;
byte R, G, B;
Parallel.For(0, height, (i, loopState) = > {
byte * currentLine = scan0 + (i * bitmapData.Stride);
for (int j = 0; j < (bitmapData.Width * bytesPerPixel); j += bytesPerPixel) {
R = currentLine[i + 2];
G = currentLine[i + 1];
B = currentLine[i];
for (int n = 0; n < 3; n++) {
if (colorUnitIndex % 8 == 0) {
if (zeros == 8) {
if ((colorUnitIndex - 1) % 3 < 2) {
currentLine[i + 2] = R;
currentLine[i + 1] = G;
currentLine[i] = B;
//bmp.SetPixel(j, i, Color.FromArgb(R, G, B));
}
loopState.Stop();
}
if (dataIndex >= data.Length) {
s = State.FILL_WITH_ZEROS;
} else {
dataValue = (byte) data[dataIndex++];
}
}
switch (colorUnitIndex % 3) {
case 0:
{
if (s == State.HIDING) {
B += (byte)(dataValue % 2);
dataValue /= 2;
}
}
break;
case 1:
{
if (s == State.HIDING) {
G += (byte)(dataValue % 2);
dataValue /= 2;
}
}
break;
case 2:
{
if (s == State.HIDING) {
R += (byte)(dataValue % 2);
dataValue /= 2;
}
currentLine[i + 2] = R;
currentLine[i + 1] = G;
currentLine[i] = B;
//bmp.SetPixel(j, i, Color.FromArgb(R, G, B));
}
break;
}
colorUnitIndex++;
if (s == State.FILL_WITH_ZEROS) {
zeros++;
}
}
}
});
bmp.UnlockBits(bitmapData);
bmp.Save(output, ImageFormat.Png);
}
Extracting the cipher text
public static unsafe string ExtractData(Bitmap bmp) {
int height = bmp.Height;
int width = bmp.Width;
var bitmapData = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bmp.PixelFormat);
byte * scan0 = (byte * ) bitmapData.Scan0.ToPointer();
int bytesPerPixel = 4;
int colorUnitIndex = 0;
int charValue = 0;
string extractedText = String.Empty;
Parallel.For(0, height, (i, loopState) = > {
byte * currentLine = scan0 + (i * bitmapData.Stride);
for (int j = 0; j < (bitmapData.Width * bytesPerPixel); j += bytesPerPixel) {
for (int n = 0; n < 3; n++) { //this particular loop feels incorrect
switch (colorUnitIndex % 3) {
case 0:
{
charValue = charValue * 2 + currentLine[i] % 2;
}
break;
case 1:
{
charValue = charValue * 2 + currentLine[i + 1] % 2;
}
break;
case 2:
{
charValue = charValue * 2 + currentLine[i + 2] % 2;
}
break;
}
colorUnitIndex++;
if (colorUnitIndex % 8 == 0) {
charValue = reverseBits(charValue);
if (charValue == 0) {
loopState.Stop();
}
char c = (char) charValue;
extractedText += c.ToString();
}
}
}
});
bmp.UnlockBits(bitmapData);
return extractedText;
}
An example of what the extracted cipher text looks like when the error is thrown:
I$I$I$I$I$I$I$I$I$I$I$I$I$I䥉II!J$$.
It should be a Base-64 String
Just for reference, I'm using a LUT PNG image to hide the data, so I'm able see a slight difference in color when compared to the original. So I know the RGB values are indeed being changed.

You need to consider:
Stride - image data with may be different of image width. More info here.
Image number of color/data channels
8 bpp (1 channel)
24 bpp (3 channels RGB)
32 bpp (4 channels ARGB, where A means alpha, transparency)
You mention RGB PNG but you are using 4 channels in your code (ARGB), double check that.
Here is a sample method that WILL obtain the same data that using the slow Bitmap GetPixel, but really fast. Based on this sample you can fix your code, as:
How to calculate bits per pixel
How to use stride properly
How to read multiple channels
Code:
/// <summary>
/// Get pixel directly from unmanaged pixel data based on the Scan0 pointer.
/// </summary>
/// <param name="bmpData">BitmapData of the Bitmap to get the pixel</param>
/// <param name="p">Pixel position</param>
/// <returns>Pixel value</returns>
public static byte[] GetPixel(BitmapData bmpData, Point p)
{
if ((p.X > bmpData.Width - 1) || (p.Y > bmpData.Height - 1))
throw new ArgumentException("GetPixel Point p is outside image bounds!");
int bitsPerPixel = ((int)bmpData.PixelFormat >> 8) & 0xFF;
int channels = bitsPerPixel / 8;
byte[] data = new byte[channels];
int id = p.Y * bmpData.Stride + p.X * channels;
unsafe
{
byte* pData = (byte*)bmpData.Scan0;
for (int i = 0; i < data.Length; i++)
{
data[i] = pData[id + i];
}
}
return data;
}

Related

ActionViolation when using LockBits

I am trying to get the pixels a bit faster than one could when using .GetPixel() but I have found myself that it throws an exception with a 0,0 index with the right LockImageMode.
Exception
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
public async Task<IList<Color>> GetColorStream( )
{
(_Width, _Height, PixelFormat pixelFormat) = await GetDimensions(_Path);
List<Color> pixels = new();
if (pixelFormat is not PixelFormat.Format32bppRgb or not PixelFormat.Format24bppRgb or not PixelFormat.Format32bppRgb)
throw new InvalidOperationException("Cant operate with ess than 24bpps");
_Data = await GetBitmapData(_Width, _Height, pixelFormat, ImageLockMode.ReadWrite);
if(pixelFormat is PixelFormat.Format24bppRgb or PixelFormat.Format32bppRgb)
{
for (int i = 0; i < _Width; i++)
for (int j = 0; j < _Height; j++)
{
int stride = i * _Data.Stride / 3 + j;
(byte R, byte G, byte B, byte A) = (Marshal.ReadByte(_Data.Scan0, stride), Marshal.ReadByte(_Data.Scan0, stride + 1),
Marshal.ReadByte(_Data.Scan0, stride + 2), 0);
pixels.Add(new Color(R, G, B, A));
}
}
else if(pixelFormat == PixelFormat.Format32bppArgb )
{
for (int i = 0; i < _Width; i++)
for (int j = 0; j < _Height; j++)
{
int stride = i * _Data.Stride / 4 + j;
(byte R, byte G, byte B, byte A) = (Marshal.ReadByte(_Data.Scan0, stride), Marshal.ReadByte(_Data.Scan0, stride + 1),
Marshal.ReadByte(_Data.Scan0, stride + 2), Marshal.ReadByte(_Data.Scan0, stride + 3));
pixels.Add(new Color(R, G, B, A));
}
}
image.UnlockBits(_Data);
image = null;
return pixels;
}```

c# change color for a picture, but only changed half.by gdi+

i have a picture is divided into four parts.i want change color by RGB.but only changed half.
1.change failed when width of the picture less than 256.
2.my small picture maximum not more than 256.
3.Every picture of 256*256 is normal.
4.problem value:r=0,g=0,b=52.
private void Adjust(Bitmap pBitmap, params int[] pValues)
{
BitmapData pBitmapData = pBitmap.LockBits(
new Rectangle(0, 0, pBitmap.Width, pBitmap.Height),
ImageLockMode.ReadWrite,
PixelFormat.Format24bppRgb);
byte[] pData = new byte[pBitmapData.Stride * pBitmap.Height];
Marshal.Copy(pBitmapData.Scan0, pData, 0, pData.Length);
pBitmap.UnlockBits(pBitmapData);
int iOffset = pBitmapData.Stride - pBitmapData.Width * 3;
int iIndex = 0;
for (int i = 0; i < pBitmapData.Height; i++)
{
for (int j = 0; j < pBitmapData.Width; j++)
{
for (int k = iIndex; k < iIndex + 3; k++)
{
pData[k] = Adjust(pData[k], k);
}
iIndex += 3;
}
iIndex += iOffset;
}
Marshal.Copy(pData, 0, pBitmapData.Scan0, pData.Length);
//pBitmap.UnlockBits(pBitmapData);
}
protected byte Adjust(byte iValue, int iIndex)
{
int nColour = 0;
switch (iIndex % 3)
{
case 0:
nColour = (int)iValue + m_iBlue;
break;
case 1:
nColour = (int)iValue + m_iGreen;
break;
case 2:
nColour = (int)iValue + m_iRed;
break;
}
return nColour;
}
The original picture without using the problem parameters:
The original image using the problem parameters changed color:
Your problem, as I mentioned in my comment, is that the stride has the potential to mess up the %3 part, so you should pass which colour component you're reading as separate number, and not the full offset. The function doesn't need or use that offset anyway.
On a related note, the simplest way to iterate over an image by byte in my opinion is just by looping over X and Y, and just calculating the true offset inside the loop.
for (Int32 y = 0; y < pBitmapData.Height; y++)
{
for (Int32 x = 0; x < pBitmapData.Width; x++)
{
Int32 offset = y * pBitmapData.Stride + x * 3
for (int k = 0; k < 3; k++)
{
Int32 colOffset = offset + k;
pData[colOffset] = Adjust(pData[colOffset], k);
}
}
}
This way, you can just do a case switch on the actual k value as 0/1/2, and not the (offset+k)%3, which has no guarantees to be correct after the first line, since the stride usually rounds lines to a multiple of four bytes.
And finally... do boundary checking. You are editing bytes and those only go from 0 to 255.
protected Byte Adjust(Byte value, Int32 colourComponent)
{
Int32 newColour = 0;
switch (colourComponent)
{
case 0:
newColour = value + m_iBlue;
break;
case 1:
newColour = value + m_iGreen;
break;
case 2:
newColour = value + m_iRed;
break;
}
return (Byte)Math.Max(Math.Min(nColour, 255), 0);
}

C# search for a bitmap within another bitmap

I've tried open source projects such as this one however it doesn't seem to work at all for me. I then attempted to write my own algorithm like so (tolerance isn't being used yet).
public static Rectangle ImageSearch(Bitmap ToSearch, Bitmap ToFind, int Tolerance, double MinPercent) {
Rectangle ReturnValue = Rectangle.Empty;
BitmapData ToSearchData = ToSearch.LockBits(new Rectangle(0, 0, ToSearch.Width, ToSearch.Height), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
BitmapData ToFindData = ToFind.LockBits(new Rectangle(0, 0, ToFind.Width, ToFind.Height), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
IntPtr ToSearchScan0 = ToSearchData.Scan0;
IntPtr ToFindScan0 = ToFindData.Scan0;
int PixelWidth = 3; // 3 since 24 bits per pixel format
int ToSearchStride = ToSearchData.Stride;
int ToSearchPadding = ToSearchStride - (ToSearch.Width * PixelWidth);
int ToFindStride = ToFindData.Stride;
int ToFindPadding = ToFindStride - (ToFind.Width * PixelWidth);
unsafe {
byte *ToSearchPixelArray = (byte*)(void*)ToSearchData.Scan0;
byte *ToFindPixelArray = (byte*)(void*)ToFindData.Scan0;
byte sB, sG, sR, fB, fG, fR;
fB = ToFindPixelArray[0];
fG = ToFindPixelArray[1];
fR = ToFindPixelArray[2];
for (int sY = 0; sY < ToSearch.Height; sY++) {
for (int sX = 0; sX < ToSearch.Width * PixelWidth; sX += PixelWidth) {
sB = ToSearchPixelArray[0];
sG = ToSearchPixelArray[1];
sR = ToSearchPixelArray[2];
if (sB == fB && sG == fG && sR == fR) {
Console.WriteLine("found possible match");
byte *ToSearchBackup = ToSearchPixelArray;
byte *ToFindBackup = ToFindPixelArray;
int MatchedPixels = 0;
for (int fY = 0; fY < ToFind.Height; fY++) {
for (int fX = 0; fX < ToFind.Width * PixelWidth; fX += PixelWidth) {
fB = ToFindPixelArray[0];
fG = ToFindPixelArray[1];
fR = ToFindPixelArray[2];
sB = ToSearchPixelArray[0];
sG = ToSearchPixelArray[1];
sR = ToSearchPixelArray[2];
if (sB == fB && sG == fG && sR == fR) {
++MatchedPixels;
} else {
ToSearchPixelArray = ToSearchBackup;
ToFindPixelArray = ToFindBackup;
// this is the best way to break a nested loop in C#
fX = int.MaxValue;
fY = int.MaxValue;
}
}
ToSearchPixelArray += ToSearchStride - sX;
ToFindPixelArray += ToFindPadding;
}
if (MatchedPixels / (ToFind.Width * ToFind.Height) >= MinPercent) {
ReturnValue.X = (int)(sX / 3);
ReturnValue.Y = sY;
ReturnValue.Width = ToFind.Width;
ReturnValue.Height = ToFind.Height;
// this is the best way to break a nested loop in C#
sX = int.MaxValue;
sY = int.MaxValue;
}
}
}
ToSearchPixelArray += ToSearchPadding;
}
}
ToSearch.UnlockBits(ToSearchData);
ToFind.UnlockBits(ToFindData);
return ReturnValue;
}
But not even this will detect a screenshot I take of the exact image I'm searching through. Please do not suggest things such as Emgu, I'm using this in a commercial application and cannot afford to purchase a license from any GNU licensed projects (I'm not open sourcing the project either).
Serching many entries "serchingBitmap" in "sourceBitmap".
In this one I don't using unsafe code.
public static List<Point> FindBitmapsEntry(Bitmap sourceBitmap, Bitmap serchingBitmap)
{
#region Arguments check
if (sourceBitmap == null || serchingBitmap == null)
throw new ArgumentNullException();
if (sourceBitmap.PixelFormat != serchingBitmap.PixelFormat)
throw new ArgumentException("Pixel formats arn't equal");
if (sourceBitmap.Width < serchingBitmap.Width || sourceBitmap.Height < serchingBitmap.Height)
throw new ArgumentException("Size of serchingBitmap bigger then sourceBitmap");
#endregion
var pixelFormatSize = Image.GetPixelFormatSize(sourceBitmap.PixelFormat)/8;
// Copy sourceBitmap to byte array
var sourceBitmapData = sourceBitmap.LockBits(new Rectangle(0, 0, sourceBitmap.Width, sourceBitmap.Height),
ImageLockMode.ReadOnly, sourceBitmap.PixelFormat);
var sourceBitmapBytesLength = sourceBitmapData.Stride * sourceBitmap.Height;
var sourceBytes = new byte[sourceBitmapBytesLength];
Marshal.Copy(sourceBitmapData.Scan0, sourceBytes, 0, sourceBitmapBytesLength);
sourceBitmap.UnlockBits(sourceBitmapData);
// Copy serchingBitmap to byte array
var serchingBitmapData =
serchingBitmap.LockBits(new Rectangle(0, 0, serchingBitmap.Width, serchingBitmap.Height),
ImageLockMode.ReadOnly, serchingBitmap.PixelFormat);
var serchingBitmapBytesLength = serchingBitmapData.Stride * serchingBitmap.Height;
var serchingBytes = new byte[serchingBitmapBytesLength];
Marshal.Copy(serchingBitmapData.Scan0, serchingBytes, 0, serchingBitmapBytesLength);
serchingBitmap.UnlockBits(serchingBitmapData);
var pointsList = new List<Point>();
// Serching entries
// minimazing serching zone
// sourceBitmap.Height - serchingBitmap.Height + 1
for (var mainY = 0; mainY < sourceBitmap.Height - serchingBitmap.Height + 1; mainY++)
{
var sourceY = mainY * sourceBitmapData.Stride;
for (var mainX = 0; mainX < sourceBitmap.Width - serchingBitmap.Width + 1; mainX++)
{// mainY & mainX - pixel coordinates of sourceBitmap
// sourceY + sourceX = pointer in array sourceBitmap bytes
var sourceX = mainX*pixelFormatSize;
var isEqual = true;
for (var c = 0; c < pixelFormatSize; c++)
{// through the bytes in pixel
if (sourceBytes[sourceX + sourceY + c] == serchingBytes[c])
continue;
isEqual = false;
break;
}
if (!isEqual) continue;
var isStop = false;
// find fist equalation and now we go deeper)
for (var secY = 0; secY < serchingBitmap.Height; secY++)
{
var serchY = secY * serchingBitmapData.Stride;
var sourceSecY = (mainY + secY)*sourceBitmapData.Stride;
for (var secX = 0; secX < serchingBitmap.Width; secX++)
{// secX & secY - coordinates of serchingBitmap
// serchX + serchY = pointer in array serchingBitmap bytes
var serchX = secX*pixelFormatSize;
var sourceSecX = (mainX + secX)*pixelFormatSize;
for (var c = 0; c < pixelFormatSize; c++)
{// through the bytes in pixel
if (sourceBytes[sourceSecX + sourceSecY + c] == serchingBytes[serchX + serchY + c]) continue;
// not equal - abort iteration
isStop = true;
break;
}
if (isStop) break;
}
if (isStop) break;
}
if (!isStop)
{// serching bitmap is founded!!
pointsList.Add(new Point(mainX, mainY));
}
}
}
return pointsList;
}
It doesn't work accurately for me but it does give me an idea. I think the problem with this soludion is that it is looking for an exact pixel-for-pixel instance. Basically I am doing what you are doing, trying to find 1 or more occurrences of a bitmap in another but the properties may vary like brightness, contrast, size, etc. I have tired several things including Aforge.Net and Accord.Net but I can't seem to get an acceptable accuracy > 50%. Thanks for posting.

why is my c# code so slow [closed]

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Tihs is a code that impliments the adaptive histogram equalization algorithm,called by a button in the c# main form, the image is about 1024*768 in size. The problem is this code is too slow ,I don't know where I should modify to improve the performance...Please give me some advice....thanks..
private void AHE_BMP_advanced(Int32 halfblocksize)
{
//adaptive histogram equalization
Size imgsz = sourceBMP.Size;
//compute total number of pixels
double totalNum = imgsz.Height * imgsz.Width;
//temp image for storation
Bitmap tempImg = new Bitmap(imgsz.Width, imgsz.Height);
//region statistics
double[,] prob = new double[256, 3];
Int32[,] mapping = new Int32[256, 3];
double[] probSum = new double[3];
for (int i = 0; i < imgsz.Height; i++)
{
for (int j = 0; j < imgsz.Width; j++)
{
//this.textBox2.Text = "i=" + i.ToString() + "j=" + j.ToString();
for (int u = 0; u < 256; u++) {
for (int v = 0; v < 3; v++) {
prob[u, v] = 0;
mapping[u, v] = 0;
}
}
//produce ahe for this pixel:
for (int u = i - halfblocksize; u <= i + halfblocksize; u++)
{
for (int v = j - halfblocksize; v <= j + halfblocksize; v++)
{
//uv->hi,wi;
int hi, wi;
hi = u;
wi = v;
//mirror:
if (hi < 0) hi = -hi;
else if (hi >= imgsz.Height)
hi = 2 * (imgsz.Height - 1) - hi;
if (wi < 0) wi = -wi;
else if (wi >= imgsz.Width)
wi = 2 * (imgsz.Width - 1) - wi;
//get hist
prob[sBmpdata[wi,hi,0], 0] += 1;
prob[sBmpdata[wi,hi,1], 1] += 1;
prob[sBmpdata[wi,hi,2], 2] += 1;
}
}
//get ahe value:
//probSum init:
probSum[0] = 0;
probSum[1] = 0;
probSum[2] = 0;
for (int k = 0; k < 256; k++)
{
this.textBox2.Text += "prob[" + k.ToString()+ ",0]=" +
prob[k,0].ToString()+"\r\n";
prob[k, 0] /= totalNum;
prob[k, 1] /= totalNum;
prob[k, 2] /= totalNum;
//Sum
probSum[0] += prob[k, 0];
probSum[1] += prob[k, 1];
probSum[2] += prob[k, 2];
if(i==40&&j==40)
//mapping(INT32)
mapping[k, 0] = Convert.ToInt32(255.0 * probSum[0]);
mapping[k, 1] = Convert.ToInt32(255.0 * probSum[1]);
mapping[k, 2] = Convert.ToInt32(255.0 * probSum[2]);
}
tempImg.SetPixel(j, i,
Color.FromArgb(mapping[sBmpdata[j,i,0], 0],
mapping[sBmpdata[j,i,1], 1], mapping[sBmpdata[j,i,2], 2]));
}
}
this.pictureBox1.Image = tempImg;
}
SetPixel
SetPixel is very slow. Look in to using LockBits. MSDN has good example.
String concatenation inside a loop
This line inside a loop is also inefficient as it creates 256 strings for each pixel, so 201 million strings allocated, that's got to be expensive!
for (int k = 0; k < 256; k++)
this.textBox2.Text += "prob[" + k.ToString()+ ",0]=" + prob[k,0].ToString()+"\r\n";
If it's debug, take it out, 201 million lines of debug text is not useful to you. It you need it you are better off writing to a file as otherwise it's going to take many GB's of ram to store the final string.
Using SetPixel is actually a fairly inefficient way of working with image data. If you want to scan across the whole image I'd suggest manipulating the image data directly using the BitmapData class.
// Create a new bitmap.
Bitmap bmp = new Bitmap("c:\\fakePhoto.jpg");
// 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.ReadWrite,
bmp.PixelFormat);
// Get the address of the first line.
IntPtr ptr = bmpData.Scan0;
// Declare an array to hold the bytes of the bitmap.
int bytes = Math.Abs(bmpData.Stride) * bmp.Height;
byte[] rgbValues = new byte[bytes];
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes);
// Set every third value to 255. A 24bpp bitmap will look red.
for (int counter = 2; counter < rgbValues.Length; counter += 3)
rgbValues[counter] = 255;
// Copy the RGB values back to the bitmap
System.Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes);
// Unlock the bits.
bmp.UnlockBits(bmpData);
// Draw the modified image.
e.Graphics.DrawImage(bmp, 0, 150);
Well, I think you should write
private void AHE_BMP_advanced(Int32 halfblocksize)
{
this.pictureBox1.Image = GetAHE_BMP_advanced(halfblocksize, sourceBMP.Size, sBmpdata);
}
where GetAHE_BMP_advanced is
private static Bitmap GetAHE_BMP_advanced(int halfblocksize, Size sourceBmpSize, int[,,] sourceBmpData)
{
const int m = 256;
const int n = 3;
//adaptive histogram equalization
Size imgsz = sourceBmpSize;
//compute total number of pixels
double totalNum = imgsz.Height * imgsz.Width;
var colors = new Color[sourceBmpSize.Width, sourceBmpSize.Height];
for (int i = 0; i < imgsz.Height; i++)
{
for (int j = 0; j < imgsz.Width; j++)
{
double[,] prob = new double[m, n];
int[,] mapping = new int[m, n];
//produce ahe for this pixel:
for (int u = i - halfblocksize; u <= i + halfblocksize; u++)
{
for (int v = j - halfblocksize; v <= j + halfblocksize; v++)
{
int hi = u;
int wi = v;
//mirror:
if (hi < 0) hi = -hi;
else if (hi >= imgsz.Height)
hi = 2 * (imgsz.Height - 1) - hi;
if (wi < 0) wi = -wi;
else if (wi >= imgsz.Width)
wi = 2 * (imgsz.Width - 1) - wi;
//get hist
prob[sourceBmpData[wi, hi, 0], 0] += 1;
prob[sourceBmpData[wi, hi, 1], 1] += 1;
prob[sourceBmpData[wi, hi, 2], 2] += 1;
}
}
double[] probSum = new double[n];
for (int k = 0; k < m; k++)
{
prob[k, 0] /= totalNum;
prob[k, 1] /= totalNum;
prob[k, 2] /= totalNum;
//Sum
probSum[0] += prob[k, 0];
probSum[1] += prob[k, 1];
probSum[2] += prob[k, 2];
if (i == 40 && j == 40) //mapping(INT32)
{
mapping[k, 0] = Convert.ToInt32(255.0 * probSum[0]);
mapping[k, 1] = Convert.ToInt32(255.0 * probSum[1]);
mapping[k, 2] = Convert.ToInt32(255.0 * probSum[2]);
}
}
colors[i, j] = Color.FromArgb(mapping[sourceBmpData[j, i, 0], 0],
mapping[sourceBmpData[j, i, 1], 1],
mapping[sourceBmpData[j, i, 2], 2]);
}
}
return BitmapHelper.CreateBitmap(colors);
}
where BitmapHelper is:
public static class BitmapHelper
{
public struct Pixel : IEquatable
{
// ReSharper disable UnassignedField.Compiler
public byte Blue;
public byte Green;
public byte Red;
public bool Equals(Pixel other)
{
return Red == other.Red && Green == other.Green && Blue == other.Blue;
}
}
public static Color[,] GetPixels(Bitmap two)
{
return ProcessBitmap(two, pixel => Color.FromArgb(pixel.Red, pixel.Green, pixel.Blue));
}
public static float[,] GetBrightness(Bitmap two)
{
return ProcessBitmap(two, pixel => Color.FromArgb(pixel.Red, pixel.Green, pixel.Blue).GetBrightness());
}
public static unsafe T[,] ProcessBitmap<T>(Bitmap bitmap, Func<Pixel, T> func)
{
var lockBits = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly,
bitmap.PixelFormat);
int padding = lockBits.Stride - (bitmap.Width * sizeof(Pixel));
int width = bitmap.Width;
int height = bitmap.Height;
var result = new T[height, width];
var ptr = (byte*)lockBits.Scan0;
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
var pixel = (Pixel*)ptr;
result[i, j] = func(*pixel);
ptr += sizeof(Pixel);
}
ptr += padding;
}
bitmap.UnlockBits(lockBits);
return result;
}
public static Bitmap CreateBitmap(Color[,] colors)
{
const int bytesPerPixel = 4, stride = 8;
int width = colors.GetLength(0);
int height = colors.GetLength(1);
byte[] bytes = new byte[width*height*bytesPerPixel];
int n = 0;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
bytes[n++] = colors[i, j].R;
bytes[n++] = colors[i, j].G;
bytes[n++] = colors[i, j].B;
bytes[n++] = colors[i, j].A;
}
}
return CreateBitmap(bytes, width, height, stride, PixelFormat.Format32bppArgb);
}
public static Bitmap CreateBitmap(byte[] data, int width, int height, int stride, PixelFormat format)
{
var arrayHandle = GCHandle.Alloc(data, GCHandleType.Pinned);
var bmp = new Bitmap(width, height, stride, format, arrayHandle.AddrOfPinnedObject());
arrayHandle.Free();
return bmp;
}
}

the size of the image increases after applying steganography technique

i have problem with my image steganography code as it increases the size of the image after embeding the text.....for example if i load 10 kb pic as a input and embed 1 kb of text file then the resultent file size will be 150 kb aprox....thanks in advance
what is wrong with this piece of code???
public static Bitmap embedText(string text, Bitmap bmp)
{
State s = State.hiding;
int charIndex = 0;
int charValue = 0;
long colorUnitIndex = 0;
int zeros = 0;
int R = 0, G = 0, B = 0;
for (int i = 0; i < bmp.Height; i++)
{
for (int j = 0; j < bmp.Width; j++)
{
Color pixel = bmp.GetPixel(j, i);
pixel = Color.FromArgb(pixel.R - pixel.R % 2,
pixel.G - pixel.G % 2, pixel.B - pixel.B % 2);
R = pixel.R; G = pixel.G; B = pixel.B;
for (int n = 0; n < 3; n++)
{
if (colorUnitIndex % 8 == 0)
{
if (zeros == 8)
{
if ((colorUnitIndex - 1) % 3 < 2)
{
bmp.SetPixel(j, i, Color.FromArgb(R, G, B));
}
return bmp;
}
if (charIndex >= text.Length)
{
s = State.filling_with_zeros;
}
else
{
charValue = text[charIndex++];
}
}
switch (colorUnitIndex % 3)
{
case 0:
{
if (s == State.hiding)
{
R += charValue % 2;
charValue /= 2;
}
} break;
case 1:
{
if (s == State.hiding)
{
G += charValue % 2;
charValue /= 2;
}
} break;
case 2:
{
if (s == State.hiding)
{
B += charValue % 2;
charValue /= 2;
}
bmp.SetPixel(j, i, Color.FromArgb(R, G, B));
} break;
}
colorUnitIndex++;
if (s == State.filling_with_zeros)
{
zeros++;
}
}
}
}
return bmp;
}
Regardless of the input type extension, the image is converted to RGB for pixel manipulation. Since you directly change the pixels, what you want is to save the image with a lossless type, such as bitmap or png. Bitmap is uncompressed, so it takes up more space.

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