Convert RGB array to image in C# - c#

I know the rgb value of every pixel, and how can I create the picture by these values in C#? I've seen some examples like this:
public Bitmap GetDataPicture(int w, int h, byte[] data)
{
Bitmap pic = new Bitmap(this.width, this.height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
Color c;
for (int i = 0; i < data.length; i++)
{
c = Color.FromArgb(data[i]);
pic.SetPixel(i%w, i/w, c);
}
return pic;
}
But it does not works.
I have a two-dimensional array like this:
1 3 1 2 4 1 3 ...2 3 4 2 4 1 3 ...4 3 1 2 4 1 3 ......
Each number correspond to a rgb value, for example, 1 => {244,166,89}
2=>{54,68,125}.

I'd try the following code, which uses an array of 256 Color entries for the palette (you have to create and fill this in advance):
public Bitmap GetDataPicture(int w, int h, byte[] data)
{
Bitmap pic = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
for (int x = 0; x < w; x++)
{
for (int y = 0; y < h; y++)
{
int arrayIndex = y * w + x;
Color c = Color.FromArgb(
data[arrayIndex],
data[arrayIndex + 1],
data[arrayIndex + 2],
data[arrayIndex + 3]
);
pic.SetPixel(x, y, c);
}
}
return pic;
}
I tend to iterate over the pixels, not the array, as I find it easier to read the double loop than the single loop and the modulo/division operation.

Your solution very near to working code. Just you need the "palette" - i.e. set of 3-elements byte array, where each 3-bytes element contains {R, G, B} values.
//palette is a 256x3 table
public static Bitmap GetPictureFromData(int w, int h, byte[] data, byte[][] palette)
{
Bitmap pic = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
Color c;
for (int i = 0; i < data.Length; i++)
{
byte[] color_bytes = palette[data[i]];
c = Color.FromArgb(color_bytes[0], color_bytes[1], color_bytes[2]);
pic.SetPixel(i % w, i / w, c);
}
return pic;
}
This code works for me, but it very slow.
If you create in-memory "image" of BMP-file and then use Image.FromStream(MemoryStream("image")), it code will be more faster, but it more complex solution.

Related

converting byte array to Mat

I have a CCD driver which returns IntPtr to me. I used Marshal.Copy to byte array (bytearray_Image), each element inside bytearray_Image stores 8bit R/G/B value which the sequence is byte[0] = R value, byte[1] = G value, byte[2] = B value...and so on. I have successfully converted to 3 Channels Mat using below code snippet:
var src = new Mat(rows: nHeight, cols: nWidth, type: MatType.CV_8UC3);
var indexer = src.GetGenericIndexer();
int x = 0;
int y = 0;
for (int z = 0; z < (bytearray_Image.Length - 3); z += 3)
{
byte blue = bytearray_Image[(z + 2)];
byte green = bytearray_Image[(z + 1)];
byte red = bytearray_Image[(z + 0)];
Vec3b newValue = new Vec3b(blue, green, red);
indexer[y, x] = newValue;
x += 1;
if (x == nWidth)
{
x = 0;
y += 1;
}
}
Since the image is very large, this method seems to be too slow to convert the image. Is there any ways to do such conversion efficiently?
This code works for me:
var image = new Mat(nHeight, nWidth, MatType.CV_8UC3);
int length = nHeight * nWidth * 3; // or image.Height * image.Step;
Marshal.Copy(bytearray_Image, 0, image.ImageData, length);
But it will work for you only if byte[] data's step length is equal to the Mat's

bitmap min and max values in c#

I have a bitmap object in C# which is created as follows:
Bitmap bmp = new Bitmap(_currentImage.Width, _currentImage.Height, PixelFormat.Format48bppRgb);
The bitmap gets filled by a third party function call and it is loaded with the correct image.
Now, I want to do some simple image statistics on it. Is there a convenient way to query the minimum and maximum value in the image, say in the RED channel.
Here's a simple version that reads all the 48bpp pixels and does something with Red as an example (not tested)
unsafe static ushort MaxRed(Bitmap bm)
{
var bd = bm.LockBits(new Rectangle(Point.Empty, bm.Size), ImageLockMode.ReadOnly, PixelFormat.Format48bppRgb);
ushort maxRed = 0;
for (int y = 0; y < bm.Height; y++)
{
ushort* ptr = (ushort*)(bd.Scan0 + y * bd.Stride);
for (int x = 0; x < bm.Width; x++)
{
ushort b = *ptr++;
ushort g = *ptr++;
ushort r = *ptr++;
maxRed = Math.Max(maxRed, r);
}
}
bm.UnlockBits(bd);
return maxRed;
}
Unsafe because it's easier than using Marshal, but you can convert it to that, for example using ReadInt16(IntPtr, Int32) or by copying the whole image into an array (which of course doubles the space requirements).
As pointed out by #harold the image format you are using prevents you from using GetPixel as this method returns a Color which internaly stores its rgb values as byte's. And as you are using an image with 48 bits per pixel (16 bit = 2 byte per color) a byte is to small.
So you need to work with the LockBits method which returns an BitmapData object. The property Scan0 of this return object represents a pointer to the first byte in the data of the locked range.
I came up with the following method to get the maximum r value. It will work with the two specified formats in the PixelFormats property and more formats can easily be added.
public class PixelFormatData
{
// example => rgb are three values,
// => argb are four values
public int ValueCount { get; set; }
public int BitsPerPixel { get; set; }
public PixelFormatData(int valueCount, int bitsPerPixel)
{
ValueCount = valueCount;
BitsPerPixel = bitsPerPixel;
}
}
public static readonly Dictionary<PixelFormat, PixelFormatData> PixelFormats = new Dictionary<PixelFormat, PixelFormatData>
{
{ PixelFormat.Format24bppRgb, new PixelFormatData(3, 24) },
{ PixelFormat.Format48bppRgb, new PixelFormatData(3, 48) }
};
public static IEnumerable<byte[]> GetBytes(Bitmap image, int bytesPerPixel)
{
var imageData = image.LockBits(new Rectangle(Point.Empty, image.Size), ImageLockMode.ReadOnly, image.PixelFormat);
var ptr = imageData.Scan0;
var imageSize = image.Width * image.Height;
for (int x = 0; x < imageSize; x++)
{
yield return ptr.CopyAndMove(bytesPerPixel);
}
image.UnlockBits(imageData);
}
public static IEnumerable<int> GetValues(Bitmap image, int valueIndex)
{
if (!PixelFormats.ContainsKey(image.PixelFormat))
throw new ArgumentException(nameof(image.PixelFormat));
var pixelFormatData = PixelFormats[image.PixelFormat];
if (valueIndex < 0 || valueIndex >= pixelFormatData.ValueCount)
throw new ArgumentException(nameof(valueIndex));
int bytesPerPixel = pixelFormatData.BitsPerPixel / 8,
bytesPerValue = bytesPerPixel / pixelFormatData.ValueCount;
return GetBytes(image, bytesPerPixel)
.Select(bytes =>
bytes.Skip(bytesPerValue * valueIndex)
.Take(bytesPerValue)
.RightPad(4))
.Select(valueData => BitConverter.ToInt32(valueData.ToArray(), 0));
}
Those two extension methods are required to use the code.
public static class EnumerableExtensions
{
public static List<T> RightPad<T>(this IEnumerable<T> collection, int total)
{
var list = collection.ToList();
while (list.Count < 8)
list.Add(default(T));
return list;
}
}
public static class IntPtrExtensions
{
public static byte[] CopyAndMove(this IntPtr ptr, int count)
{
byte[] bytes = new byte[count];
Marshal.Copy(ptr, bytes, 0, count);
ptr += count;
return bytes;
}
}
And this is how it is used.
using (var file = new FileStream(#"C:\mypath\myPicture.png", FileMode.Open))
{
Bitmap image = new Bitmap(file);
// the color is saved in the followig format (gbr) so the
// red color is index 2
Console.WriteLine(GetValues(image, 2).Max());
}
I've tested it with an Format24bppRgb image.
If the bits per pixel are 8 and bellow you can also use GetPixel to check for every pixel. It is just about 3 times slower then the method above.
byte highestRed = 0;
using (var file = new FileStream(#"C:\mypath\mypicture.jpg", FileMode.Open))
{
Bitmap image = new Bitmap(file);
for (int x = 0; x < image.Width; x++)
{
for (int y = 0; y < image.Height; y++)
{
var color = image.GetPixel(x, y);
if(highestRed < color.R)
highestRed = color.R;
}
}
}

Randomly generate blocks on a flat map

I'm trying to randomly generate blocks on a flat map and make it so that they don't overlap each other.
I have made a matrix (c# array) of the size of the map (500x500), the blocks have a scale between 1 and 5.
The code works but if a generated block overlaps another one, it is destroyed and not regenerated somewhere else.
Only around 80 of the 1000 blocks I try to generate don't overlap another block.
Here is a picture of the map with around 80 blocks generated, the green squares are blocks
void generateElement(int ratio, int minScale, int maxScale, GameObject g) {
bool elementFound = false;
for (int i = 0; i < ratio * generationDefault; i++) {
GameObject el;
// Randomly generate block size and position
int size = Random.Range(minScale, maxScale + 1);
int x = Random.Range(0, mapSizex + 1 - size);
int y = Random.Range(0, mapSizey + 1 - size);
// Check if there is already an element
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] != null)
elementFound = true;
if (elementFound)
continue;
else {
el = (GameObject)Instantiate(g, new Vector3(x + (float)size / 2, (float)size / 2, y + (float)size / 2), Quaternion.Euler(0, 0, 0));
el.transform.localScale *= size;
}
// Create element on map array
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] == null) {
map[j][k] = el.GetComponent<ObjectInterface>();
}
}
}
I thought of 3 possible fixes
I should set the size of the block depending of the place it has.
I should use another randomization algorithm.
I'm not doing this right.
What do you think is the best idea ?
UPDATE
I got the code working much better. I now try to instantiate the blocks multiple times if needed (maximum 5 for the moment) and I fixed the bugs. If there are already many elements on the map, they will not always be instantiated and that's what I wanted, I just have to find the right amount of times it will try to instantiate the block.
I tried instantiating 1280 elements on a 500x500 map. It takes only about 1.5 second and it instantiated 1278/1280 blocks (99.843%).
void generateElement(int ratio, int minScale, int maxScale, GameObject g) {
bool elementFound = false;
int cnt = 0;
// Generate every block
for (int i = 0; i < ratio * generationDefault; i++) {
GameObject el = null;
// Randomly generate block size and position
int size, x, y, tryCnt = 0;
// Try maximum 5 times to generate the block
do {
elementFound = false;
// Randomly set block size and position
size = Random.Range(minScale, maxScale + 1);
x = Random.Range(0, mapSizex + 1 - size);
y = Random.Range(0, mapSizey + 1 - size);
// Check if there is already an element
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] != null)
elementFound = true;
tryCnt++;
} while (elementFound && tryCnt < 5);
if (tryCnt >= 5 && elementFound) continue;
// Instantiate the block
el = (GameObject)Instantiate(g, new Vector3(x + (float)size / 2, (float)size / 2, y + (float)size / 2), Quaternion.Euler(0, 0, 0));
el.transform.localScale *= size;
// Create element on map array
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] == null) {
map[j][k] = el.GetComponent<ObjectInterface>();
}
cnt++;
}
print("Instantiated " + cnt + "/" + ratio * generationDefault);
}
This is incredibly difficult to do well.
Here's a quick solution you'll maybe like ... depending on your scene.
actualWidth = 500 //or whatever. assume here is square
// your blocks are up to 5 size
chunkWidth = actualWidth / 5
// it goes without saying, everything here is an int
kChunks = chunkWidth*chunkWidth
List<int> shuf = Enumerable.Range(1,kChunks).OrderBy(r=>Random.value).ToList();
howManyWanted = 1000
shuf = shuf.Take(howManyWanted)
foreach( i in shuf )
x = i % actualWidth
y = i / actualWidth
make block at x y
put block in list allBlocks
HOWEVER ............
...... you'll see that this looks kind of "regular", so do this:
Just randomly perturb all the blocks. Remember, video game programming is about clever tricks!
Ideally, you have to start from the middle and work your way out; in any event you can't just do them in a line. Shuffling is OK. So, do this ..
harmonic = 3 //for example. TRY DIFFERENT VALUES
function rh = Random.Range(1,harmonic) (that's 1 not 0)
function rhPosNeg
n = rh
n = either +n or -n
return n
function onePerturbation
{
allBlocks = allBlocks.OrderBy(r => Random.value) //essential
foreach b in allBlocks
newPotentialPosition = Vector2(rhPosNeg,rhPosNeg)
possible = your function to check if it is possible
to have a block at newPotentialPosition,
however be careful not to check "yourself"
if possible, move block to newPotentialPosition
}
The simplest approach is just run onePerturbation, say, three times. Have a look at it between each run. Also try different values of the harmonic tuning factor.
There are many ways to perturb fields of differently-sized blocks, above is a KISS solution that hopefully looks good for your situation.
Coding note...
How to get sets of unique random numbers.
Just to explain this line of code...
List<int> shuf = Enumerable.Range(1,kChunks).OrderBy(r=>Random.value).ToList();
If you are new to coding: say you want to do this: "get a hundred random numbers, from 1 to million, but with no repeats".
Fortunately, this is a very well known problem with a very simple solution.
The way you get numbers with no repeats, is simply shuffle all the numbers, and then take how many you want off the top.
For example, say you need a random couple of numbers from 1-10 but with no repeats.
So, here's the numbers 1-10 shuffled: 3,8,6,1,2,7,10,9,4,5
Simply take what you need off the front: so, 3, 8, 6 etc.
So to make an example let's say you want twelve numbers, no repeats, from 1 through 75. So the first problem is, you want a List with all the numbers up to 75, but shuffled. In fact you do that like this ..
List<int> shuf = Enumerable.Range(1,75).OrderBy(r=>Random.value).ToList();
So that list is 75 items long. You can check it by saying foreach(int r in shuf) Debug.Log(r);. Next in the example you only want 12 of those numbers. Fortunately there's a List call that does this:
shuf = shuf.Take(12)
So, that's it - you now have 12 numbers, no repeats, all random between 1 and 75. Again you can check with foreach(int r in shuf) Debug.Log(r);
In short, when you want "n" numbers, no repeats, between 1 and Max, all you have to so is this:
List<int> shuf = Enumerable.Range(1,Max).OrderBy(r=>Random.value).ToList();
shuf = shuf.Take(n);
et voilà, you can check the result with foreach(int r in shuf) Debug.Log(r);
I just explain this at length because the question is often asked "how to get random numbers that are unique". This is an "age-old" programming trick and the answer is simply that you shuffle an array of all the integers involved.
Interestingly, if you google this question ("how to get random numbers that are unique") it's one of those rare occasions where google is not much help, because: whenever this question is asked, you get a plethora of keen new programmers (who have not heard the simple trick to do it properly!!) writing out huge long complicated ideas, leading to further confusion and complication.
So that's how you make random numbers with no repeats, fortunately it is trivial.
if (elementFound) continue; will skip out this current loop iteration. You need to wrap the int x=Random..; int y=Random()..; part in a while loop with the condition being while(/* position x/y already occupued*/) { /* generate new valid point */} like this for example:
void generateElement(int ratio, int minScale, int maxScale, GameObject g) {
for (int i = 0; i < ratio * generationDefault; i++) {
GameObject el;
// Randomly generate block size and position
bool elementFound = false;
int size, x, y;
do
{
elementFound = false;
size = Random.Range(minScale, maxScale + 1);
x = Random.Range(0, mapSizex + 1 - size);
y = Random.Range(0, mapSizey + 1 - size);
// Check if there is already an element
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] != null)
elementFound = true;
} while(elementFound);
el = (GameObject)Instantiate(g, new Vector3(x + (float)size / 2, (float)size / 2, y + (float)size / 2), Quaternion.Euler(0, 0, 0));
el.transform.localScale *= size;
// Create element on map array
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] == null) {
map[j][k] = el.GetComponent<ObjectInterface>();
}
}
}
You shouldn't be getting that many collisions.
Assuming your blocks were ALL 5 units wide and you're trying to fit them into a grid of 500,500 you would have 100*100 spaces for them at minimum, which gives 10,000 spaces into which to fit 1,000 blocks.
Try playing around with this code:
using System;
using System.Collections.Generic;
namespace ConsoleApplication1
{
class Program
{
static void Main()
{
var result = PlaceNonOverlappingBlocks(1000, 5, 500, 500);
}
static List<Block> PlaceNonOverlappingBlocks(int count, int maxBlockSize, int mapX, int mapY)
{
var map = new bool[mapY, mapX];
var rng = new Random();
var result = new List<Block>(count);
int collisions = 0;
while (count > 0)
{
int size = rng.Next(1, maxBlockSize + 1);
int x = rng.Next(0, mapX - size);
int y = rng.Next(0, mapY - size);
if (fits(map, x, y, size))
{
result.Add(new Block(x, y, size));
addToMap(map, x, y, size);
--count;
}
else
{
if (++collisions> 100000)
throw new InvalidOperationException("Hell has frozen over");
}
}
// This is just for diagnostics, and can be removed.
Console.WriteLine($"There were {collisions} collisions.");
return result;
}
static void addToMap(bool[,] map, int px, int py, int size)
{
for (int x = px; x < px+size; ++x)
for (int y = py; y < py + size; ++y)
map[y, x] = true;
}
static bool fits(bool[,] map, int px, int py, int size)
{
for (int x = px; x < px + size; ++x)
for (int y = py; y < py + size; ++y)
if (map[y, x])
return false;
return true;
}
internal class Block
{
public int X { get; }
public int Y { get; }
public int Size { get; }
public Block(int x, int y, int size)
{
X = x;
Y = y;
Size = size;
}
}
}
}

quantization (Reduction of colors of image)

I am trying to quantize an image into 10 colors in C# and I have a problem in draw the quantized image, I have made the mapping table and it is correct, I have made a copy of the original image and I am changing the color of pixels based on the mapping table , I am using the below code:
bm = new Bitmap(pictureBox1.Image);
Dictionary<Color, int> histo = new Dictionary<Color, int>();
for (int x = 0; x < bm.Size.Width; x++)
for (int y = 0; y < bm.Size.Height; y++)
{
Color c = bm.GetPixel(x, y);
if (histo.ContainsKey(c))
histo[c] = histo[c] + 1;
else
histo.Add(c, 1);
}
var result1 = histo.OrderByDescending(a => a.Value);
int ind = 0;
List<Color> mostusedcolor = new List<Color>();
foreach (var entry in result1)
{
if (ind < 10)
{
mostusedcolor.Add(entry.Key);
ind++;
}
else
break;
}
Double temp_red,temp_green,temp_blue,temp;
Dictionary<Color, Double> dist = new Dictionary<Color, double>();
Dictionary<Color, Color> mapping = new Dictionary<Color, Color>();
foreach (var p in result1)
{
dist.Clear();
foreach (Color pp in mostusedcolor)
{
temp_red = Math.Pow((Convert.ToDouble(p.Key.R) - Convert.ToDouble(pp.R)), 2.0);
temp_green = Math.Pow((Convert.ToDouble(p.Key.G) - Convert.ToDouble(pp.G)), 2.0);
temp_blue = Math.Pow((Convert.ToDouble(p.Key.B) - Convert.ToDouble(pp.B)), 2.0);
temp = Math.Sqrt((temp_red + temp_green + temp_blue));
dist.Add(pp, temp);
}
var min = dist.OrderBy(k=>k.Value).FirstOrDefault();
mapping.Add(p.Key, min.Key);
}
Bitmap copy = new Bitmap(bm);
for (int x = 0; x < copy.Size.Width; x++)
for (int y = 0; y < copy.Size.Height; y++)
{
Color c = copy.GetPixel(x, y);
Boolean flag = false;
foreach (var entry3 in mapping)
{
if (c.R == entry3.Key.R && c.G == entry3.Key.G && c.B == entry3.Key.B)
{
copy.SetPixel(x, y, entry3.Value);
flag = true;
}
if (flag == true)
break;
}
}
pictureBox2.Image=copy;
Your code has two problems:
it is terribly slow
the quantization is not what I would expect.
Here is an original image, the result of your code and what Photoshop does when asked to reduce to 10 colors:
Speeding up the code can be done in two steps:
Get rid of the most obnoxious time wasters
Turn the GetPixel and the SetPixel loops into Lockbits loops.
Here is a solution for step one, that speeds up the code by at least 100x:
Bitmap bm = (Bitmap)Bitmap.FromFile("d:\\ImgA_VGA.png");
pictureBox1.Image = bm;
Dictionary<Color, int> histo = new Dictionary<Color, int>();
for (int x = 0; x < bm.Size.Width; x++)
for (int y = 0; y < bm.Size.Height; y++)
{
Color c = bm.GetPixel(x, y); // **1**
if (histo.ContainsKey(c)) histo[c] = histo[c] + 1;
else histo.Add(c, 1);
}
var result1 = histo.OrderByDescending(a => a.Value);
int number = 10;
var mostusedcolor = result1.Select(x => x.Key).Take(number).ToList();
Double temp;
Dictionary<Color, Double> dist = new Dictionary<Color, double>();
Dictionary<Color, Color> mapping = new Dictionary<Color, Color>();
foreach (var p in result1)
{
dist.Clear();
foreach (Color pp in mostusedcolor)
{
temp = Math.Abs(p.Key.R - pp.R) +
Math.Abs(p.Key.R - pp.R) +
Math.Abs(p.Key.R - pp.R);
dist.Add(pp, temp);
}
var min = dist.OrderBy(k => k.Value).FirstOrDefault();
mapping.Add(p.Key, min.Key);
}
Bitmap copy = new Bitmap(bm);
for (int x = 0; x < copy.Size.Width; x++)
for (int y = 0; y < copy.Size.Height; y++)
{
Color c = copy.GetPixel(x, y); // **2**
copy.SetPixel(x, y, mapping[c]);
}
pictureBox2.Image = copy;
Note that there is no need to calculate the distances with the full force of Pythagoras if all we want is to order the colors. The Manhattan distance will do just fine.
Also note that we already have the lookup dictionary mapping, which contains every color in the image as its key, so we can access the values directly. (This was by far the worst waste of time..)
The test image is processed in ~1s, so I don't even go for the LockBits modifications..
But correcting the quantization is not so simple, I'm afraid and imo goes beyond the scope of a good SO question.
But let's look at what goes wrong: Looking at the result we can see it pretty much at the first glance: There is a lot of sky and all those many many blues pixels have more than 10 hues and so all colors on your top-10 list are blue.
So there are no other hues left for the whole image!
To work around that you best study the common quantization algorithms..
One simplistic approach at repairing the code would be to discard/map together all colors from the most-used-list that are too close to any one of those you already have. But finding the best minimum distance would require soma data analysis..
Update Another very simple way to improve on the code is to mask the real colors by a few of its lower bits to map similar colors together. Picking only 10 colors will still be too few, but the improvement is quite visible, even for this test image:
Color cutOff(Color c, byte mask)
{ return Color.FromArgb(255, c.R & mask, c.G & mask, c.B & mask ); }
Insert this here (1) :
byte mask = (byte)255 << 5 & 0xff; // values of 3-5 worked best
Color c = cutOff(bm.GetPixel(x, y), mask);
and here (2) :
Color c = cutOff(copy.GetPixel(x, y), mask);
And we get:
Still all yellow, orange or brown hues are missing, but a nice improvement with only one extra line..

32-bit Grayscale Tiff with floating point pixel values to array using LibTIFF.NET C#

I just started using LibTIFF.NET in my c# application to read Tiff images as heightmaps obtained from ArcGIS servers. All I need is to populate an array with image's pixel values for terrain generation based on smooth gradients. The image is a LZW compressed 32-bit Grayscale Tiff with floating point pixel values representing elevaion in meters.
It's been some days now that I struggle to return right values but all I get is just "0" values assuming it's a total black or white image!
Here's the code so far: (Updated - Read Update 1)
using (Tiff inputImage = Tiff.Open(fileName, "r"))
{
int width = inputImage.GetField(TiffTag.IMAGEWIDTH)[0].ToInt();
int height = inputImage.GetField(TiffTag.IMAGELENGTH)[0].ToInt();
int bytesPerPixel = 4;
int count = (int)inputImage.RawTileSize(0); //Has to be: "width * height * bytesPerPixel" ?
int resolution = (int)Math.Sqrt(count);
byte[] inputImageData = new byte[count]; //Has to be: byte[] inputImageData = new byte[width * height * bytesPerPixel];
int offset = 0;
for (int i = 0; i < inputImage.NumberOfTiles(); i++)
{
offset += inputImage.ReadEncodedTile(i, inputImageData, offset, (int)inputImage.RawTileSize(i));
}
float[,] outputImageData = new float[resolution, resolution]; //Has to be: float[,] outputImageData = new float[width * height];
int length = inputImageData.Length;
Buffer.BlockCopy(inputImageData, 0, outputImageData, 0, length);
using (StreamWriter sr = new StreamWriter(fileName.Replace(".tif", ".txt"))) {
string row = "";
for(int i = 0; i < resolution; i++) { //Change "resolution" to "width" in order to have correct array size
for(int j = 0; j < resolution; j++) { //Change "resolution" to "height" in order to have correct array size
row += outputImageData[i, j] + " ";
}
sr.Write(row.Remove(row.Length - 1) + Environment.NewLine);
row = "";
}
}
}
Sample Files & Results: http://terraunity.com/SampleElevationTiff_Results.zip
Already searched everywhere on internet and couldn't find the solution for this specific issue. So I really appreciate the help which makes it useful for others too.
Update 1:
Changed the code based on Antti Leppänen's answer but got weird results which seems to be a bug or am I missing something? Please see uploaded zip file to see the results with new 32x32 tiff images here:
http://terraunity.com/SampleElevationTiff_Results.zip
Results:
LZW Compressed: RawStripSize = ArraySize = 3081 = 55x55 grid
Unompressed: RawStripSize = ArraySize = 65536 = 256x256 grid
Has to be: RawStripSize = ArraySize = 4096 = 32x32 grid
As you see the results, LibTIFF skips some rows and gives irrelevant orderings and it even gets worse if the image size is not power of 2!
Your example file seems to be tiled tiff and not stripped. Console says:
ElevationMap.tif: Can not read scanlines from a tiled image
I changed your code to read tiles. This way it seems to be reading data.
for (int i = 0; i < inputImage.NumberOfTiles(); i++)
{
offset += inputImage.ReadEncodedTile(i, inputImageData, offset, (int)inputImage.RawTileSize(i));
}
I know it could be late, but I had the same mistake recently and I found the solution, so it could be helpful. The mistake is in the parameter count of the function Tiff.ReadEncodedTile(tile, buffer, offset, count). It must be the decompressed bytes size, not the compressed bytes size. That's the reason why you have not all the information, because you are not saving the whole data in your buffer. See how-to-translate-tiff-readencodedtile-to-elevation-terrain-matrix-from-height.
A fast method to read a floating point tiff.
public static unsafe float[,] ReadTiff(Tiff image)
{
const int pixelStride = 4; // bytes per pixel
int imageWidth = image.GetField(TiffTag.IMAGEWIDTH)[0].ToInt();
int imageHeight = image.GetField(TiffTag.IMAGELENGTH)[0].ToInt();
float[,] result = new float[imageWidth, imageHeight];
int tileCount = image.NumberOfTiles();
int tileWidth = image.GetField(TiffTag.TILEWIDTH)[0].ToInt();
int tileHeight = image.GetField(TiffTag.TILELENGTH)[0].ToInt();
int tileStride = (imageWidth + tileWidth - 1) / tileWidth;
int bufferSize = tileWidth * tileHeight * pixelStride;
byte[] buffer = new byte[bufferSize];
fixed (byte* bufferPtr = buffer)
{
float* array = (float*)bufferPtr;
for (int t = 0; t < tileCount; t++)
{
image.ReadEncodedTile(t, buffer, 0, buffer.Length);
int x = tileWidth * (t % tileStride);
int y = tileHeight * (t / tileStride);
var copyWidth = Math.Min(tileWidth, imageWidth - x);
var copyHeight = Math.Min(tileHeight, imageHeight - y);
for (int j = 0; j < copyHeight; j++)
{
for (int i = 0; i < copyWidth; i++)
{
result[x + i, y + j] = array[j * tileWidth + i];
}
}
}
}
return result;
}

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