I am currently using ZXing.Net to generate a CODE_128 (which in the documentation says is compliant with GS1-128 barcodes). The code I am using is down below:
BarcodeWriterPixelData writer = new BarcodeWriterPixelData()
{
Format = BarcodeFormat.CODE_128,
Options = new ZXing.Common.EncodingOptions
{
Width = 280,
Height = 80
}
};
var pixelData = writer.Write(packageModel.TrackingId.PrintValue);
using (var bitmap = new Bitmap(pixelData.Width, pixelData.Height, System.Drawing.Imaging.PixelFormat.Format32bppRgb))
{
using (var ms = new System.IO.MemoryStream())
{
var bitmapData = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, pixelData.Width, pixelData.Height), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
try
{
// we assume that the row stride of the bitmap is aligned to 4 byte multiplied by the width of the image
System.Runtime.InteropServices.Marshal.Copy(pixelData.Pixels, 0, bitmapData.Scan0, pixelData.Pixels.Length);
}
finally
{
bitmap.UnlockBits(bitmapData);
}
// PNG or JPEG or whatever you want
bitmap.SetResolution(100F, 100F);
drawing.DrawImage(bitmap, new Rectangle(10, 255, 280, 80));
}
}
This creates the image below
For some reason my barcode is coming out blurry and with grey shadows on it. I am even setting the barcode resolution to be 100DPI x 100DPI to make it printer friendly.
My question:
What can I add to my code to make the barcode look crisp and blur free?
Related
I'm working on a task that draw a string on an image.
but the result image is not same with source code that I wrote down.
following image shows the font size difference.
red text is written in NanumSquare font 18px in window paint.
and the black text date below red text is also NanumSquare font 18px. It is written with C# source code.
following is my source code. C#.
static void Main(string[] args)
{
DrawTextToImageSave("webPrint_back.png");
}
public static void DrawTextToImageSave(string path)
{
//png to bitmap
Image Dummy = Image.FromFile(path);
using (Bitmap bitmap = (Bitmap)Dummy)
{//load the image file
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
var titleFont = new Font("NanumSquareOTF ExtraBold", 25);
var bodyFont = new Font("NanumSquareOTF Regular", 25);
graphics.DrawString("DATE", titleFont, System.Drawing.Brushes.Black, new PointF(401.5f, 863.5f)); //comment 1
graphics.DrawString(DateTime.Now.ToString("yyyy.MM.dd"), bodyFont, System.Drawing.Brushes.Black, new PointF(345, 885f));
graphics.DrawString("LOCATION", titleFont, System.Drawing.Brushes.Black, new PointF(344, 919.5f));
graphics.DrawString(System.DateTime.Now.ToString("yyyyMMddHHmmss") , bodyFont, System.Drawing.Brushes.Black, new PointF(267f, 946f));
WriteableBitmap bitmapimg = Generator128Code("STACKOVERFLOW", 110, 110);
bitmapimg = resize_image(bitmapimg, 1.4); //comment 2
var stream = new MemoryStream();
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmapimg));
encoder.Save(stream);
byte[] buffer = stream.GetBuffer();
var qrBitmap = new System.Drawing.Bitmap(new MemoryStream(buffer));
graphics.DrawImage(qrBitmap, 485f, 855f);
}
bitmap.Save( "output_WebPrintBack.png", ImageFormat.Png);
}
}
see comment 1. I expect it draws exactly 18px font. but It does not.
I have also same problem on drawing qrcode with zxing.
without comment2 code I get a ~90 px qr code size.
public static WriteableBitmap Generator128Code(string contents, int width, int height)
{
if (string.IsNullOrEmpty(contents))
{
return null;
}
EncodingOptions options = null;
BarcodeWriter writer = null;
options = new QrCodeEncodingOptions
{
CharacterSet = "UTF-8",
Width = width,
Height = height,
ErrorCorrection = ErrorCorrectionLevel.H,
Margin = 0
};
writer = new BarcodeWriter
{
Format = BarcodeFormat.QR_CODE,
Options = options
};
WriteableBitmap bitmap = writer.Write(contents);
return bitmap;
}
static WriteableBitmap resize_image(WriteableBitmap img, double scale)
{
BitmapSource source = img;
var s = new ScaleTransform(scale, scale);
var res = new TransformedBitmap(img, s);
return convert_BitmapSource_to_WriteableBitmap(res);
}
static WriteableBitmap convert_BitmapSource_to_WriteableBitmap(BitmapSource source)
{
// Calculate stride of source
int stride = source.PixelWidth * (source.Format.BitsPerPixel / 8);
// Create data array to hold source pixel data
byte[] data = new byte[stride * source.PixelHeight];
// Copy source image pixels to the data array
source.CopyPixels(data, stride, 0);
// Create WriteableBitmap to copy the pixel data to.
WriteableBitmap target = new WriteableBitmap(source.PixelWidth
, source.PixelHeight, source.DpiX, source.DpiY
, source.Format, null);
// Write the pixel data to the WriteableBitmap.
target.WritePixels(new Int32Rect(0, 0
, source.PixelWidth, source.PixelHeight)
, data, stride, 0);
return target;
}
with multiplying x 1.4 with its size, I can get similar result that I want.
why this difference has occured?
size of origin image is also 638px * 1010px. following image is origin image.
thank you for reading. and I apologize my poor English skill.
Edit
following source is executable with Console .net framework.
I retry with this source code but the result was same. :( ...
following source code is full source code.
you need png file that named "webPrint_back.png". and size 638x1010 . https://dummyimage.com/
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Text;
using System.IO;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using ZXing;
using ZXing.Common;
using ZXing.QrCode;
using ZXing.QrCode.Internal;
using BarcodeWriter = ZXing.Presentation.BarcodeWriter;
namespace bitmapTest
{
class Program
{
static void Main(string[] args)
{
DrawTextToImageSave("webPrint_back.png");
}
public static void DrawTextToImageSave(string path)
{
//png to bitmap
Image Dummy = Image.FromFile(path);
using (Bitmap bitmap = (Bitmap)Dummy)
{//load the image file
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
var titleFont = new Font("NanumSquareOTF ExtraBold", 18);
var bodyFont = new Font("NanumSquareOTF Regular", 18);
graphics.DrawString("DATE", titleFont, System.Drawing.Brushes.Black, new PointF(401.5f, 863.5f)); //comment 1
graphics.DrawString(DateTime.Now.ToString("yyyy.MM.dd"), bodyFont, System.Drawing.Brushes.Black, new PointF(345, 885f));
graphics.DrawString("LOCATION", titleFont, System.Drawing.Brushes.Black, new PointF(344, 919.5f));
graphics.DrawString(System.DateTime.Now.ToString("yyyyMMddHHmmss") , bodyFont, System.Drawing.Brushes.Black, new PointF(267f, 946f));
WriteableBitmap bitmapimg = Generator128Code("STACKOVERFLOW", 110, 110);
bitmapimg = resize_image(bitmapimg, 1.4); //comment 2
var stream = new MemoryStream();
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmapimg));
encoder.Save(stream);
byte[] buffer = stream.GetBuffer();
var qrBitmap = new System.Drawing.Bitmap(new MemoryStream(buffer));
graphics.DrawImage(qrBitmap, 485f, 855f);
}
bitmap.Save( "output_WebPrintBack.png", ImageFormat.Png);
}
}
public static WriteableBitmap Generator128Code(string contents, int width, int height)
{
if (string.IsNullOrEmpty(contents))
{
return null;
}
EncodingOptions options = null;
BarcodeWriter writer = null;
options = new QrCodeEncodingOptions
{
CharacterSet = "UTF-8",
Width = width,
Height = height,
ErrorCorrection = ErrorCorrectionLevel.H,
Margin = 0
};
writer = new BarcodeWriter
{
Format = BarcodeFormat.QR_CODE,
Options = options
};
WriteableBitmap bitmap = writer.Write(contents);
return bitmap;
}
static WriteableBitmap resize_image(WriteableBitmap img, double scale)
{
BitmapSource source = img;
var s = new ScaleTransform(scale, scale);
var res = new TransformedBitmap(img, s);
return convert_BitmapSource_to_WriteableBitmap(res);
}
static WriteableBitmap convert_BitmapSource_to_WriteableBitmap(BitmapSource source)
{
// Calculate stride of source
int stride = source.PixelWidth * (source.Format.BitsPerPixel / 8);
// Create data array to hold source pixel data
byte[] data = new byte[stride * source.PixelHeight];
// Copy source image pixels to the data array
source.CopyPixels(data, stride, 0);
// Create WriteableBitmap to copy the pixel data to.
WriteableBitmap target = new WriteableBitmap(source.PixelWidth
, source.PixelHeight, source.DpiX, source.DpiY
, source.Format, null);
// Write the pixel data to the WriteableBitmap.
target.WritePixels(new Int32Rect(0, 0
, source.PixelWidth, source.PixelHeight)
, data, stride, 0);
return target;
}
}
}
I found the factor that makes font size is smaller than I expected.
First, source code that I posted works bad with PNG File with "24 bit depth"(without transparent background).
but PNG file with "32 bit depth"(with transparent background), Fontsize works well.
I don't know why It happened.
Second, the barcode made with zxing.net nuget. internally has padding with its border. the problem is that padding size depends on string length. longer string length makes more smaller barcode size and more bigger padding.
following source is my solution for barcode zxing.net nuget
WriteableBitmap bitmapimg = Generator128Code(StaticCommon.localConfigModel.cardBack_QRText, 110, 110);
var stream = new MemoryStream();
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmapimg));
encoder.Save(stream);
byte[] buffer = stream.GetBuffer();
var qrBitmap = new System.Drawing.Bitmap(new MemoryStream(buffer));
RectangleF recF = new RectangleF(new PointF(477f, 852f), new SizeF(130, 130));
//ZXING PADDING value, padding size depends on QR encoded string length, so I divide with integer 30 and use remainder
int len = StaticCommon.localConfigModel.cardBack_QRText.Length;
int pad = (int)len / 30;
if (len % 30 > 0) pad++;
RectangleF srecF = new RectangleF(pad * 6f, pad * 6f, 110f - pad * 12f, 110 - pad * 12f);
graphics.DrawImage(qrBitmap, recF, srecF, GraphicsUnit.Pixel);
I solved my problem with engineering way, but I hope someone solve this problem with theoretical way. so I remain this question unsolved.
I’m working on a program that loads a animated GIF file and alter some of the pixels, then spits it back out as a new animated GIF file. The outputted GIF animates just fine in Windows, browsers and Photoshop.
However, if I try to load the GIF with my program, it will not animated. Also, I cannot get the correct palette. The loading code is exactly the same code that I use to load the original GIF with in the first place.
Here’s my saving code:
public int saveAsGif(string absPath, byte[] mark)
{
BitmapPalette palette = new BitmapPalette(getPaletteAsMediaColorList(m_Pal));
int width = m_CanvasWidth;
int height = m_CanvasHeight;
using (FileStream fs = new FileStream(absPath, FileMode.Create))
{
GifBitmapEncoder encoder = new GifBitmapEncoder();
for (int f = 0; f < m_NumberOfFrames; f++)
{
FrameData frame = m_Frames[f];
byte[] pixels = frame.pixels;
BitmapSource image = BitmapSource.Create(
width,
height,
96,
96,
System.Windows.Media.PixelFormats.Indexed8,
palette,
pixels,
width);
encoder.Frames.Add(BitmapFrame.Create(image));
}
encoder.Save(fs);
fs.Close();
}
return RESULT_SUCCESFUL;
}
To make sure it's not my loading code, I created a plain new project with the following code:
private void Form1_Load(object sender, EventArgs e)
{
Bitmap test1 = new Bitmap(#"F:\original.gif");
pictureBox1.Image = test1;
Bitmap test2 = new Bitmap(#"F:\exported.gif");
pictureBox2.Image = test2;
}
original.gif will load and play perfectly, exported.gif will only show a still frame. However, in Windows/Browser/Photoshop exported.gif will play.
I have found a relative simple solution. It’s not perfect, but it worked for me. It works with GifBitmapEncoder only, no additional libraries are needed.
All that you need to do;
write the GIF data from encoder to a memory stream.
Binary write the first 13 bytes (GIF89a header and stuff).
Binary write the ‘ApplicationExtention’ block.
Binary write the rest of the GIF data.
The ApplicationExtention block allows for animations. If no delay times are set, the default time of 100ms is used. If you do want custom delays for each frame, you will need to add a few more bytes in between (see GIF file format doc).
Code:
public void saveAsGif(string absPath)
{
int width = m_CanvasWidth;
int height = m_CanvasHeight;
GifBitmapEncoder encoder = new GifBitmapEncoder();
BitmapPalette palette = new BitmapPalette(getPaletteAsMediaColorList(m_Pal));
for (int f = 0; f < m_NumberOfFrames; f++)
{
FrameData frame = m_Frames[f];
byte[] pixels = frame.pixels;
BitmapSource image = BitmapSource.Create(
width,
height,
96,
96,
System.Windows.Media.PixelFormats.Indexed8,
palette,
pixels,
width);
encoder.Frames.Add(BitmapFrame.Create(image));
}
byte[] GifData;
using (MemoryStream ms = new MemoryStream())
{
encoder.Save(ms);
GifData = ms.ToArray();
}
byte[] ApplicationExtention = { 33, 255, 11, 78, 69, 84, 83, 67, 65, 80, 69, 50, 46, 48, 3, 1, 0, 0, 0 };
using (FileStream fs = new FileStream(absPath, FileMode.Create))
{
fs.Write(GifData, 0, 13);
fs.Write(ApplicationExtention, 0, ApplicationExtention.Length);
fs.Write(GifData, 13, GifData.Length - 13);
}
}
I am trying to place in <FNC1> separators in my ZXing barcode, I am not sure how these are supposed to be formatted in a string value. I have
BarcodeWriterPixelData writer = new BarcodeWriterPixelData()
{
Format = BarcodeFormat.CODE_128,
Options = new ZXing.Common.EncodingOptions
{
Width = 554,
Height = 120
}
};
var pixelData = writer.Write("<FNC1>42011111<FNC1>92612123456789000000155015");
using (var bitmap = new Bitmap(pixelData.Width, pixelData.Height, System.Drawing.Imaging.PixelFormat.Format32bppRgb))
{
using (var ms = new System.IO.MemoryStream())
{
var bitmapData = bitmap.LockBits(new Rectangle(0, 0, pixelData.Width, pixelData.Height), System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
try
{
// we assume that the row stride of the bitmap is aligned to 4 byte multiplied by the width of the image
System.Runtime.InteropServices.Marshal.Copy(pixelData.Pixels, 0, bitmapData.Scan0, pixelData.Pixels.Length);
}
finally
{
bitmap.UnlockBits(bitmapData);
}
// PNG or JPEG or whatever you want
bitmap.SetResolution(300, 300);
bitmap.Save(#"C:\Users\user\Desktop\newBarcode.jpeg", System.Drawing.Imaging.ImageFormat.Jpeg);
}
}
This code generates this image
Which is exactly <FNC1>42011111<FNC1>92612123456789000000155015how can I interpolate and insert the FNC1 values? I tried using "]C1" which I found in this solution:
https://github.com/zxing/zxing/issues/475
But it did not work. Any help would be greatly appreciated.
The unicode character '\u00f1' instead of "<FNC1>" should work.
I'm using a Kinect sensor to show a video feed on an image by setting the video feed as bitmap source like shown below. But my question is how would I add text to the image/bitmap for example a score counter, I added a picture below to show what I'm trying to achieve.
void myKinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e)
{
using (ColorImageFrame colorFrame = e.OpenColorImageFrame())
{
if (colorFrame == null) return;
byte[] colorData = new byte[colorFrame.PixelDataLength];
colorFrame.CopyPixelDataTo(colorData);
KinectVideo.Source = BitmapSource.Create(colorFrame.Width, colorFrame.Height, 96, 96,
PixelFormats.Bgr32, null, colorData, colorFrame.Width * colorFrame.BytesPerPixel);
}
}
You can achieve this using DrawingVisual and DrawingImage classes :
var random = new Random();
var pixels = new byte[256 * 256 * 4];
random.NextBytes(pixels);
BitmapSource bitmapSource = BitmapSource.Create(256, 256, 96, 96, PixelFormats.Pbgra32, null, pixels, 256 * 4);
var visual = new DrawingVisual();
using (DrawingContext drawingContext = visual.RenderOpen())
{
drawingContext.DrawImage(bitmapSource, new Rect(0, 0, 256, 256));
drawingContext.DrawText(
new FormattedText("Hi!", CultureInfo.InvariantCulture, FlowDirection.LeftToRight,
new Typeface("Segoe UI"), 32, Brushes.Black), new Point(0, 0));
}
var image = new DrawingImage(visual.Drawing);
Image1.Source = image;
Unfortunately you will have to create a new BitmapSource as there's currently no way I know of writing text directly to it.
Alternatively you could use WriteableBitmapEx : https://writeablebitmapex.codeplex.com/
create a WriteableBitmap from your frame using BitmapFactory (1)
create another WriteableBitmap and draw text on it using the above method (2)
blit the text bitmap (2) over your frame (1)
Same result but different approach, not sure whether approach 2 is better as it's cumbersome.
You don't need to draw the text into the image itself. In your XAML just add a TextBlock control at a higher Z order.
I'm using a Kinect sensor to show a video feed on an image by setting the video feed as bitmap source like shown below. But my question is how would I add text to the image/bitmap for example a score counter, I added a picture below to show what I'm trying to achieve.
void myKinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e)
{
using (ColorImageFrame colorFrame = e.OpenColorImageFrame())
{
if (colorFrame == null) return;
byte[] colorData = new byte[colorFrame.PixelDataLength];
colorFrame.CopyPixelDataTo(colorData);
KinectVideo.Source = BitmapSource.Create(colorFrame.Width, colorFrame.Height, 96, 96,
PixelFormats.Bgr32, null, colorData, colorFrame.Width * colorFrame.BytesPerPixel);
}
}
You can achieve this using DrawingVisual and DrawingImage classes :
var random = new Random();
var pixels = new byte[256 * 256 * 4];
random.NextBytes(pixels);
BitmapSource bitmapSource = BitmapSource.Create(256, 256, 96, 96, PixelFormats.Pbgra32, null, pixels, 256 * 4);
var visual = new DrawingVisual();
using (DrawingContext drawingContext = visual.RenderOpen())
{
drawingContext.DrawImage(bitmapSource, new Rect(0, 0, 256, 256));
drawingContext.DrawText(
new FormattedText("Hi!", CultureInfo.InvariantCulture, FlowDirection.LeftToRight,
new Typeface("Segoe UI"), 32, Brushes.Black), new Point(0, 0));
}
var image = new DrawingImage(visual.Drawing);
Image1.Source = image;
Unfortunately you will have to create a new BitmapSource as there's currently no way I know of writing text directly to it.
Alternatively you could use WriteableBitmapEx : https://writeablebitmapex.codeplex.com/
create a WriteableBitmap from your frame using BitmapFactory (1)
create another WriteableBitmap and draw text on it using the above method (2)
blit the text bitmap (2) over your frame (1)
Same result but different approach, not sure whether approach 2 is better as it's cumbersome.
You don't need to draw the text into the image itself. In your XAML just add a TextBlock control at a higher Z order.