Getting the screen pixels as byte array - c#

I need to change my screen capture code to get a pixel array instead of a Bitmap.
I change the code to this:
BitBlt > Image.FromHbitmap(pointer) > LockBits > pixel array
But, I'm checking if it's possible to cut some middle man, and have something like this:
BitBlt > Marshal.Copy > pixel array
Or even:
WinApi method that gets the screen region as a pixel array
So far, I tried to use this code, without success:
public static byte[] CaptureAsArray(Size size, int positionX, int positionY)
{
var hDesk = GetDesktopWindow();
var hSrce = GetWindowDC(hDesk);
var hDest = CreateCompatibleDC(hSrce);
var hBmp = CreateCompatibleBitmap(hSrce, (int)size.Width, (int)size.Height);
var hOldBmp = SelectObject(hDest, hBmp);
try
{
new System.Security.Permissions.UIPermission(System.Security.Permissions.UIPermissionWindow.AllWindows).Demand();
var b = BitBlt(hDest, 0, 0, (int)size.Width, (int)size.Height, hSrce, positionX, positionY, CopyPixelOperation.SourceCopy | CopyPixelOperation.CaptureBlt);
var length = 4 * (int)size.Width * (int)size.Height;
var bytes = new byte[length];
Marshal.Copy(hBmp, bytes, 0, length);
//return b ? Image.FromHbitmap(hBmp) : null;
return bytes;
}
finally
{
SelectObject(hDest, hOldBmp);
DeleteObject(hBmp);
DeleteDC(hDest);
ReleaseDC(hDesk, hSrce);
}
return null;
}
This code gives me an System.AccessViolationException while stepping on Marshal.Copy.
Is there any more efficient way of getting screen pixels as a byte array while using BitBlt or similar screen capture methods?
EDIT:
As found in here and as suggested by CodyGray, I should use
var b = Native.BitBlt(_compatibleDeviceContext, 0, 0, Width, Height, _windowDeviceContext, Left, Top, Native.CopyPixelOperation.SourceCopy | Native.CopyPixelOperation.CaptureBlt);
var bi = new Native.BITMAPINFOHEADER();
bi.biSize = (uint)Marshal.SizeOf(bi);
bi.biBitCount = 32;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
bi.biCompression = 0;
bi.biHeight = Height;
bi.biWidth = Width;
bi.biPlanes = 1;
var data = new byte[4 * Width * Height];
Native.GetDIBits(_windowDeviceContext, _compatibleBitmap, 0, (uint)Height, data, ref bi, Native.DIB_Color_Mode.DIB_RGB_COLORS);
My data array has all the pixels of the screenshot.
Now, I'm going to test if there's any performance improvements or not.

Yeah, you can't just start accessing the raw bits of a BITMAP object through an HBITMAP (as returned by CreateCompatibleBitmap). HBITMAP is just a handle, as the name suggests. It's not a pointer in the classic "C" sense that it points to the beginning of the array. Handles are like indirect pointers.
GetDIBits is the appropriate solution to get the raw, device-independent pixel array from a bitmap that you can iterate through. But you'll still need to use the code you have to get the screen bitmap in the first place. Essentially, you want something like this. Of course, you'll need to translate it into C#, but that shouldn't be difficult, since you already know how to call WinAPI functions.
Note that you do not need to call GetDesktopWindow or GetWindowDC. Just pass NULL as the handle to GetDC; it has the same effect of returning a screen DC, which you can then use to create a compatible bitmap. In general, you should almost never call GetDesktopWindow.

Related

Get correct cursor image from Windows API

I'm trying to get cursor data (mask and color, if available) as a byte array using GetDIBits(), with the correct size and correct animation frame but it's proving to be unreliable.
Also, I would like to get or be able to simulate the multiple frames available in a cursor, such as what is possible when using DrawIconEx(), passing the cursorStep parameter.
Basically what I'm trying to emulate is part of the behavior of IDXGIOutputDuplication::GetFramePointerShape(), to get a buffer (byte[]) with the contents of the current cursor, just without having to rely on the DirectX library.
So, I want:
Get the cursor data as a byte[], even with the mask working (SOLVED).
Get the cursor data with the correct size, not a fixed 32x32px cursor.
Get the actual animation frame of the cursor.
Just as the DXGI method provides if I'm using OutputDuplication, but in my case, I'm not.
1) Get the cursor mask correctly (solved):
TL;DR: Wrong data interpretation on my part.
I'm calling GetDIBits() once, passing null as the buffer parameter to get the details of the color/mask images and a second time to get the image.
It works all right with the color image but returns a wrong data size and wrong image content for the mask image.
Here's a comparison and the code sample.
Files ending with "2" were created by using System.Drawing.Bitmap.FromHBitmap() while the others were obtained from GetDiBits().
For some reason, GetDIBits() returns this data (BitmapInfoHeader) for the mask. Also, only returns 128 bytes (256 if the mask has two frames, such as for the I-Beam/Text cursor), which is way too little for 32x32px or 32x64px masks.
Here's my code so far (it's C#):
WindowDeviceContext = User32.GetWindowDC(IntPtr.Zero);
//The parameter passed in the structs is just to be able to calculate the size of it.
var cursorInfo = new CursorInfo(false);
if (!User32.GetCursorInfo(out cursorInfo))
return;
if (cursorInfo.Flags != Native.Constants.CursorShowing)
{
Gdi32.DeleteObject(cursorInfo.CursorHandle);
return;
}
var iconHandle = User32.CopyIcon(cursorInfo.CursorHandle);
if (iconHandle == IntPtr.Zero)
{
User32.DestroyIcon(iconHandle);
Gdi32.DeleteObject(cursorInfo.CursorHandle);
return;
}
if (!User32.GetIconInfo(iconHandle, out var iconInfo))
{
Gdi32.DeleteObject(iconInfo.Color);
Gdi32.DeleteObject(iconInfo.Mask);
User32.DestroyIcon(iconHandle);
Gdi32.DeleteObject(cursorInfo.CursorHandle);
return;
}
//Color.
var colorHeader = new BitmapInfoHeader(false);
//Gets the color image details.
Gdi32.GetDIBits(WindowDeviceContext, iconInfo.Color, 0, 0, null, ref colorHeader, DibColorModes.RgbColors);
if (colorHeader.Height != 0)
{
colorHeader.Height *= -1;
var colorBuffer = new byte[colorHeader.SizeImage];
Gdi32.GetDIBits(WindowDeviceContext, iconInfo.Color, 0, (uint)(colorHeader.Height * -1), colorBuffer, ref colorHeader, DibColorModes.RgbColors);
//Converts a byte array to image (System.Windows.Media.Imaging.BitmapSource) just for testing.
var image = ImageUtil.ImageMethods.FromArray(colorBuffer, colorHeader.Width, colorHeader.Height * -1, 4); //4 channels
using var fileStream = new FileStream(#"Color.png", FileMode.Create);
var bmpEncoder = new PngBitmapEncoder();
bmpEncoder.Frames.Add(BitmapFrame.Create(image));
bmpEncoder.Save(fileStream);
//Converts the HBitmap to Bitmap, just for testing too.
var image2 = System.Drawing.Image.FromHbitmap(iconInfo.Color);
image2.Save(#"Color2.png");
}
//Mask.
var maskHeader = new BitmapInfoHeader(false);
//Gets the mask image details.
Gdi32.GetDIBits(WindowDeviceContext, iconInfo.Mask, 0, 0, null, ref maskHeader, DibColorModes.RgbColors);
if (maskHeader.Height != 0)
{
maskHeader.Height *= -1;
var maskBuffer = new byte[maskHeader.SizeImage];
Gdi32.GetDIBits(WindowDeviceContext, iconInfo.Mask, 0, (uint) maskHeader.Height, maskBuffer, ref maskHeader, DibColorModes.RgbColors);
//Converts a byte array to image (System.Windows.Media.Imaging.BitmapSource) just for testing.
var image = ImageUtil.ImageMethods.FromArray(maskBuffer.ToList(), maskHeader.Width, maskHeader.Height * -1, 1, 1);
using var fileStream = new FileStream(#"Mask.png", FileMode.Create);
var bmpEncoder = new PngBitmapEncoder();
bmpEncoder.Frames.Add(BitmapFrame.Create(image));
bmpEncoder.Save(fileStream);
//Converts the HBitmap to Bitmap, just for testing too.
var image2 = System.Drawing.Image.FromHbitmap(iconInfo.Mask);
image2.Save(#"Mask2.png");
}
Gdi32.DeleteObject(iconInfo.Color);
Gdi32.DeleteObject(iconInfo.Mask);
User32.DestroyIcon(iconHandle);
Gdi32.DeleteObject(cursorInfo.CursorHandle);
Solved:
With the proper interpretation of the bits per pixel of the mask image, this issue was solved.
public static BitmapSource FromArray(byte[] data, int width, int height, int channels, int bitsPerPixel = 32)
{
var format = PixelFormats.Default;
var stride = channels * ((bitsPerPixel * width + 31) / 32);
//Abridged channel and bits by pixel to format converter.
if (channels == 1)
{
format = PixelFormats.BlackWhite;
stride = width / 8;
}
else if (channels == 3)
format = PixelFormats.Bgr24; //RGB.
else if (channels == 4)
format = PixelFormats.Bgr32; //RGB + alpha.
var wbm = new WriteableBitmap(width, height, 96, 96, format, null);
wbm.WritePixels(new Int32Rect(0, 0, width, height), data, stride, 0);
return wbm;
}
2) Get the correct size of the cursor:
As noted above, I'm only getting cursor images of size 32x32 or 32x64 (for masks).
I've tried to increase the size being passed to GetDIBits(), but the image being returned is always the same size.
Even if the size in Windows 10/11 settings is set to a bigger cursor size.
The IDXGIOutputDuplication::GetFramePointerShape() method returns a correct size, so it looks like it's possible. What does this method do in order to get the correct image size?
3) Get the actual cursor frame being displayed (for animated cursors):
As for the animation frame (steps) of the cursor, I don't see a way of getting multiple frames based on an index the same way that I would be able to draw with DrawIconEx():
//If the cursor rate needs to be precisely captured, I could use this undocumented API:
//https://source.winehq.org/source/dlls/user32/cursoricon.c#2325
//int rate = 0, num = 0;
//var ok1 = User32.GetCursorFrameInfo(cursorInfo.hCursor, IntPtr.Zero, 17, ref rate, ref num);
//CursorStep
var ok = User32.DrawIconEx(CompatibleDeviceContext, frame.CursorX - iconInfo.XHotspot, frame.CursorY - iconInfo.YHotspot, cursorInfo.CursorHandle, 0, 0, CursorStep, IntPtr.Zero, 0x0003);
if (!ok)
{
CursorStep = 0;
User32.DrawIconEx(CompatibleDeviceContext, frame.CursorX - iconInfo.XHotspot, frame.CursorY - iconInfo.YHotspot, cursorInfo.CursorHandle, 0, 0, CursorStep, IntPtr.Zero, 0x0003);
}
else
CursorStep++;
Maybe I could draw the cursor color and masks separately using DrawIconEx() into two bitmaps (using the flags DI_IMAGE and DI_MASK in each call, passing the cursor step), and then getting the pixels using GetDIBits()?
But how to do that?

WinApi - Byte Array to Gray 8-bit Bitmap (+Performance)

I have a byte array that needs to be displayed on the desktop (or Form). I'm using WinApi for that and not sure how to set all pixels at once. The byte array is in my memory and needs to be displayed as quickly as possible (with just WinApi).
I'm using C# but simple pseudo-code would be ok for me:
// create bitmap
byte[] bytes = ...;// contains pixel data, 1 byte per pixel
HDC desktopDC = GetWindowDC(GetDesktopWindow());
HDC bitmapDC = CreateCompatibleDC(desktopDC);
HBITMAP bitmap = CreateCompatibleBitmap(bitmapDC, 320, 240);
DeleteObject(SelectObject(bitmapDC, bitmap));
BITMAPINFO info = new BITMAPINFO();
info.bmiColors = new tagRGBQUAD[256];
for (int i = 0; i < info.bmiColors.Length; i++)
{
info.bmiColors[i].rgbRed = (byte)i;
info.bmiColors[i].rgbGreen = (byte)i;
info.bmiColors[i].rgbBlue = (byte)i;
info.bmiColors[i].rgbReserved = 0;
}
info.bmiHeader = new BITMAPINFOHEADER();
info.bmiHeader.biSize = (uint) Marshal.SizeOf(info.bmiHeader);
info.bmiHeader.biWidth = 320;
info.bmiHeader.biHeight = 240;
info.bmiHeader.biPlanes = 1;
info.bmiHeader.biBitCount = 8;
info.bmiHeader.biCompression = BI_RGB;
info.bmiHeader.biSizeImage = 0;
info.bmiHeader.biClrUsed = 256;
info.bmiHeader.biClrImportant = 0;
// next line throws wrong parameter exception all the time
// SetDIBits(bitmapDC, bh, 0, 240, Marshal.UnsafeAddrOfPinnedArrayElement(info.bmiColors, 0), ref info, DIB_PAL_COLORS);
// how do i store all pixels into the bitmap at once ?
for (int i = 0; i < bytes.Length;i++)
SetPixel(bitmapDC, i % 320, i / 320, random(0x1000000));
// draw the bitmap
BitBlt(desktopDC, 0, 0, 320, 240, bitmapDC, 0, 0, SRCCOPY);
When I just try to set each pixel by itself with SetPixel() I see a monochrome image without gray colors only black and white. How can I correctly create a gray scale bitmap for displaying ? And how do I do that quick ?
Update:
The call ends up in an error outside of my program in WinApi. Can't catch exception:
public const int DIB_RGB_COLORS = 0;
public const int DIB_PAL_COLORS = 1;
[DllImport("gdi32.dll")]
public static extern int SetDIBits(IntPtr hdc, IntPtr hbmp, uint uStartScan, uint cScanLines, byte[] lpvBits, [In] ref BITMAPINFO lpbmi, uint fuColorUse);
// parameters as above
SetDIBits(bitmapDC, bitmap, 0, 240, bytes, ref info, DIB_RGB_COLORS);
Two of the SetDIBits parameters are wrong:
lpvBits - this is the image data but you're passing the palette data. You should be passing your bytes array.
lpBmi - this is OK - the BITMAPINFO structure contains both the BITMAPINFOHEADER and the palette so you don't need to pass the palette separately. My answer to your other question describes how to declare the structure.
fuColorUse - this describes the format of the palette. You are using an RGB palette so you should pass DIB_RGB_COLORS.

Copy a channel from one image to another using safe code

I'm trying to refactor this unsafe code to copy a single ARGB channel from one image to another using System.Runtime.InteropServices.Marshal.Copy as per this example on MSDN but I'm totally lost.
Could anyone walk me through how I would go about it?
public enum ChannelARGB
{
Blue = 0,
Green = 1,
Red = 2,
Alpha = 3
}
public static void transferOneARGBChannelFromOneBitmapToAnother(
Bitmap source,
Bitmap dest,
ChannelARGB sourceChannel,
ChannelARGB destChannel )
{
if ( source.Size!=dest.Size )
throw new ArgumentException();
Rectangle r = new Rectangle( Point.Empty, source.Size );
BitmapData bdSrc = source.LockBits( r,
ImageLockMode.ReadOnly,
PixelFormat.Format32bppArgb );
BitmapData bdDst = dest.LockBits( r,
ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb );
unsafe
{
byte* bpSrc = (byte*)bdSrc.Scan0.ToPointer();
byte* bpDst = (byte*)bdDst.Scan0.ToPointer();
bpSrc += (int)sourceChannel;
bpDst += (int)destChannel;
for ( int i = r.Height * r.Width; i > 0; i-- )
{
*bpDst = *bpSrc;
bpSrc += 4;
bpDst += 4;
}
}
source.UnlockBits( bdSrc );
dest.UnlockBits( bdDst );
}
Edit
In an attempt to work through #Ben Voigt walk though I have come up with this so far. Unfortunately I am now getting the following error:
Attempted to read or write protected memory. This is often an
indication that other memory is corrupt.
private static void TransferOneArgbChannelFromOneBitmapToAnother(
Bitmap source,
Bitmap destination,
ChannelARGB sourceChannel,
ChannelARGB destinationChannel)
{
if (source.Size != destination.Size)
{
throw new ArgumentException();
}
Rectangle rectangle = new Rectangle(Point.Empty, source.Size);
// Lockbits the source.
BitmapData bitmapDataSource = source.LockBits(rectangle,
ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb);
// Declare an array to hold the bytes of the bitmap.
int bytes = bitmapDataSource.Stride * bitmapDataSource.Height;
// Allocate a buffer for the source image
byte[] sourceRgbValues = new byte[bytes];
// Get the address of the first line.
IntPtr ptrSource = bitmapDataSource.Scan0;
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptrSource,
sourceRgbValues,
0,
bytes);
// Unlockbits the source.
source.UnlockBits(bitmapDataSource);
// Lockbits the destination.
BitmapData bitmapDataDestination = destination.LockBits(rectangle,
ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb);
// Allocate a buffer for image
byte[] destinationRgbValues = new byte[bytes];
IntPtr ptrDestination = bitmapDataDestination.Scan0;
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptrDestination,
destinationRgbValues,
0,
bytes);
ptrSource += (int)sourceChannel;
ptrDestination += (int)destinationChannel;
for (int i = rectangle.Height * rectangle.Width; i > 0; i--)
{
destinationRgbValues[i] = sourceRgbValues[i];
ptrSource += 4;
ptrDestination += 4;
}
// Copy the RGB values back to the bitmap
// ******This is where I am getting the exception*******.
System.Runtime.InteropServices.Marshal.Copy(destinationRgbValues,
0,
ptrDestination,
bytes);
// Unlock bits the destination.
destination.UnlockBits(bitmapDataDestination);
}
Can anyone see what I have done wrong? This is all a bit over my head to be honest. I think I should buy some books.
LockBits the source.
Marshal.Copy the source BitmapData to a byte[] buffer.
UnlockBits the source.
LockBits the destination.
Marshal.Copy the destination BitmapData to a byte[] buffer.
Loop through and copy that channel from the source byte[] to the destination byte[] (note, use arithmetic on indexes instead of on pointers)
Marshal.Copy the destination byte[] back to the BitmapData.
UnlockBits the destination.
I'm not sure what the point is, though. Code that uses Marshal.Copy is just as dangerous as code that uses the unsafe keyword, and should require similar code security permission.
A potentially more efficient way would be to use ImageAttributes.SetColorMatrix to remove the desired channel from the destination image, remove all other channels from the source image, and then blend. See the example for ColorMatrix
Or use DirectX (or OpenGL) and a shader that just transfers the one channel.
You could use my simple LINQ based image processing framework from Nuget or Codeplex and write a simple query that swaps the channels around.
You could also use a ColorMatrix to perform the channel swap like in this code.
Unfortunately, a ColorMatrix won't work if you want to combine channels from two separate images. You would need an additive (or bitwise or) blending method, and the only blending provided by GDI+ is Over and Copy. It also looks to me like any methods that would allow you to access the bits directly, including LockBits, are locked down.
I think the only option is to use GetPixel and SetPixel on each pixel, something like this:
Color dstColor = bpDst.GetPixel(x, y);
Color srcColor = bpSrc.GetPixel(x, y);
int srcValue = (srcColor.ToArgb() >> (sourceChannel * 8)) & 0xff;
int dstArgb = (dstColor.ToArgb() & ~(0xff << (destChannel * 8))) | (srcValue << (destChannel * 8));
bpDst.SetPixel(x, y, Color.FromArgb(dstArgb));

How to copy Bitmap pixels to other Bitmap preserving alpha transparency in C#?

Could some rewrite the following function to use any optimized mechanism? I'm pretty sure that this is not the way to proceed, copying pixel by pixel.
I have read about AlphaBlend, or BitBlt, but I'm not used to native code.
public static Bitmap GetAlphaBitmap(Bitmap srcBitmap)
{
Bitmap result = new Bitmap(srcBitmap.Width, srcBitmap.Height, PixelFormat.Format32bppArgb);
Rectangle bmpBounds = new Rectangle(0, 0, srcBitmap.Width, srcBitmap.Height);
BitmapData srcData = srcBitmap.LockBits(bmpBounds, ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
try
{
for (int y = 0; y <= srcData.Height - 1; y++)
{
for (int x = 0; x <= srcData.Width - 1; x++)
{
Color pixelColor = Color.FromArgb(
Marshal.ReadInt32(srcData.Scan0, (srcData.Stride * y) + (4 * x)));
result.SetPixel(x, y, pixelColor);
}
}
}
finally
{
srcBitmap.UnlockBits(srcData);
}
return result;
}
IMPORTANT NOTE: The source image has a wrong pixel format (Format32bppRgb), so I need to adjust the alpha channel. This is the only mechanism that works for me.
The reason why the src image has a wrong pixel format is explained here.
I tried the following options without luck:
Creating a new image and draw the src image using the Graphics.DrawImage from src. Did not preserve the alpha.
Creating a new image using the Scan0 form src. Works fine, but has a problem when the GC dispose the src image (explained in this other post);
This solution is the only that really works, but I know that is not optimal. I need to know how to do it using the WinAPI or other optimal mechanism.
Thank you very much!
Assuming the source image does infact have 32 bits per pixel, this should be a fast enough implementation using unsafe code and pointers. The same can be achieved using marshalling, though at a performance loss of around 10%-20% if I remember correctly.
Using native methods will most likely be faster but this should already be orders of magnitude faster than SetPixel.
public unsafe static Bitmap Clone32BPPBitmap(Bitmap srcBitmap)
{
Bitmap result = new Bitmap(srcBitmap.Width, srcBitmap.Height, PixelFormat.Format32bppArgb);
Rectangle bmpBounds = new Rectangle(0, 0, srcBitmap.Width, srcBitmap.Height);
BitmapData srcData = srcBitmap.LockBits(bmpBounds, ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
BitmapData resData = result.LockBits(bmpBounds, ImageLockMode.WriteOnly, result.PixelFormat);
int* srcScan0 = (int*)srcData.Scan0;
int* resScan0 = (int*)resData.Scan0;
int numPixels = srcData.Stride / 4 * srcData.Height;
try
{
for (int p = 0; p < numPixels; p++)
{
resScan0[p] = srcScan0[p];
}
}
finally
{
srcBitmap.UnlockBits(srcData);
result.UnlockBits(resData);
}
return result;
}
Here is the safe version of this method using marshalling:
public static Bitmap Copy32BPPBitmapSafe(Bitmap srcBitmap)
{
Bitmap result = new Bitmap(srcBitmap.Width, srcBitmap.Height, PixelFormat.Format32bppArgb);
Rectangle bmpBounds = new Rectangle(0, 0, srcBitmap.Width, srcBitmap.Height);
BitmapData srcData = srcBitmap.LockBits(bmpBounds, ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
BitmapData resData = result.LockBits(bmpBounds, ImageLockMode.WriteOnly, result.PixelFormat);
Int64 srcScan0 = srcData.Scan0.ToInt64();
Int64 resScan0 = resData.Scan0.ToInt64();
int srcStride = srcData.Stride;
int resStride = resData.Stride;
int rowLength = Math.Abs(srcData.Stride);
try
{
byte[] buffer = new byte[rowLength];
for (int y = 0; y < srcData.Height; y++)
{
Marshal.Copy(new IntPtr(srcScan0 + y * srcStride), buffer, 0, rowLength);
Marshal.Copy(buffer, 0, new IntPtr(resScan0 + y * resStride), rowLength);
}
}
finally
{
srcBitmap.UnlockBits(srcData);
result.UnlockBits(resData);
}
return result;
}
Edit: Your source image has a negative stride, which means the scanlines are stored upside-down in memory (only on the y axis, rows still go from left to right). This effectively means that .Scan0 returns the first pixel of the last row of the bitmap.
As such I modified the code to copy one row at a time.
notice: I've only modified the safe code. The unsafe code still assumes positive strides for both images!
Try the Bitmap Clone method.
A utility class in my Codeblocks library http://codeblocks.codeplex.com allows you to transform a source image to any other image using LINQ.
See this sample here: http://codeblocks.codeplex.com/wikipage?title=Linq%20Image%20Processing%20sample&referringTitle=Home
While the sample transforms the same image format between source and destination, you could change things around, as well.
Note that I have clocked this code and it is much faster than even unsafe code for large images because it uses cached full-row read ahead.

Using WritePixels when using a writeable bitmap from a intptr to create a bitmap.

Im currently trying to use writeablebitmap to take a IntPtr of a scan of images and turn each one into a Bitmap. Im wanting to use writeablebitmap because im having an issue with standard gdi
GDI+ System.Drawing.Bitmap gives error Parameter is not valid intermittently
There is a method on a WriteableBitmap that called WritePixels
http://msdn.microsoft.com/en-us/library/aa346817.aspx
Im not sure what I set for the buffer and the stride every example I find it shows the stride as 0 although that throws an error. When I set the stride to 5 the image appear black. I know this may not be the most efficient code but any help would be appreciated.
//create bitmap header
bmi = new BITMAPINFOHEADER();
//create initial rectangle
Int32Rect rect = new Int32Rect(0, 0, 0, 0);
//create duplicate intptr to use while in global lock
dibhand = dibhandp;
bmpptr = GlobalLock(dibhand);
//get the pixel sizes
pixptr = GetPixelInfo(bmpptr);
//create writeable bitmap
var wbitm = new WriteableBitmap(bmprect.Width, bmprect.Height, 96.0, 96.0, System.Windows.Media.PixelFormats.Bgr32, null);
//draw the image
wbitm.WritePixels(rect, dibhandp, 10, 0);
//convert the writeable bitmap to bitmap
var stream = new MemoryStream();
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(wbitm));
encoder.Save(stream);
byte[] buffer = stream.GetBuffer();
var bitmap = new System.Drawing.Bitmap(new MemoryStream(buffer));
GlobalUnlock(dibhand);
GlobalFree(dibhand);
GlobalFree(dibhandp);
GlobalFree(bmpptr);
dibhand = IntPtr.Zero;
return bitmap;
An efficient way to work on Bitmaps in C# is to pass temporarily in unsafe mode (I know I don't answer the question exactly but I think the OP did not manage to use Bitmap, so this could be a solution anyway). You just have to lock bits and you're done:
unsafe private void GaussianFilter()
{
// Working images
using (Bitmap newImage = new Bitmap(width, height))
{
// Lock bits for performance reason
BitmapData newImageData = newImage.LockBits(new Rectangle(0, 0, newImage.Width,
newImage.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte* pointer = (byte*)newImageData.Scan0;
int offset = newImageData.Stride - newImageData.Width * 4;
// Compute gaussian filter on temp image
for (int j = 0; j < InputData.Height - 1; ++j)
{
for (int 0 = 1; i < InputData.Width - 1; ++i)
{
// You browse 4 bytes per 4 bytes
// The 4 bytes are: B G R A
byte blue = pointer[0];
byte green = pointer[1];
byte red = pointer[2];
byte alpha = pointer[3];
// Your business here by setting pointer[i] = ...
// If you don't use alpha don't forget to set it to 255 else your whole image will be black !!
// Go to next pixels
pointer += 4;
}
// Go to next line: do not forget pixel at last and first column
pointer += offset;
}
// Unlock image
newImage.UnlockBits(newImageData);
newImage.Save("D:\temp\OCR_gray_gaussian.tif");
}
}
This is really much more efficient than SetPixel(i, j), you just have to be careful about pointer limits (and not forget to unlock data when you're done).
Now to answer your question about stride: the stride is the length in bytes of a line, it is a multiple of 4. In my exemple I use the format Format32bppArgb which uses 4 bytes per pixel (R, G, B and alpha), so newImageData.Stride and newImageData.Width * 4 are always the same. I use the offset in my loops only to show where it would be necessary.
But if you use another format, for instance Format24bppRgb which uses 3 bytes per pixel (R, G and B only), then there may be an offset between stride and width. For an image 10 * 10 pixels in this format, you will have a stride of 10 * 3 = 30, + 2 to reach nearest multiple of 4, i.e. 32.

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