Working in WPF and trying to create a BitmapSource from scratch. The following code gives an Argument Exception " Value does not fall within the expected range." I can't figure out why. I'm still new to WPF and maybe I'm not using the pixel format correctly?
int width = 12;
int height = 14;
byte[] colorData = new byte[width * height * 4];
for(int i = 0; i < colorData.Length; i++)
{
colorData[i] = 155; //create all pixels same shade of gray
}
BitmapSource bitmap = BitmapSource.Create(width, height, 96, 96, PixelFormats.Bgra32, null, colorData, width);
The last argument of the BitmapSource.Create method is the stride, i.e. the number of bytes per "scan line".
In case of a pixel format with four bytes per pixel, it is 4 * width:
var stride = 4 * width;
var bitmap = BitmapSource.Create(
width, height, 96, 96, PixelFormats.Bgra32, null, colorData, stride);
Related
I need to create an image in memory (can be huge image!) and to extract from it byte array in the size of width x height. Each byte must have value of 0-255 (256 gray scale values: 0 for white and 255 for black).
The part of creating the image is easy, here is a simple example of my code:
img = new Bitmap(width, height);
drawing = Graphics.FromImage(img);
drawing.Clear(Color.Black);// paint the background
drawing.DrawString(text, font, Brushes.White, 0, 0);
Problem is to convert it to "my" special gray scale byte array. When I'm using any pixel format other then Format8bppIndexed, the byte array I'm getting from the bitmap is not in the size I need (width*length) so I need a conversion that takes too much time. When I'm using Format8bppIndexed I'm getting the byte array very fast and in the right size, but each byte/pixel is 0-15.
Changing the bitmap palette has no affect:
var pal = img.Palette;
for (int i = 1; i < 256; i++){
pal.Entries[i] = Color.FromArgb(255, 255, 255);
}
img.Palette = pal;
Any idea how to do it?
Edit: Full code:
// assume font can be Times New Roman, size 7500!
static private Bitmap DrawText(String text, Font font)
{
//first, create a dummy bitmap just to get a graphics object
var img = new Bitmap(1, 1);
var drawing = Graphics.FromImage(img);
//measure the string to see how big the image needs to be
var textSize = drawing.MeasureString(text, font);
//free up the dummy image and old graphics object
img.Dispose();
drawing.Dispose();
//create a new image of the right size (must be multiple of 4)
int width = (int) (textSize.Width/4) * 4;
int height = (int)(textSize.Height / 4) * 4;
img = new Bitmap(width, height);
drawing = Graphics.FromImage(img);
// paint the background
drawing.Clear(Color.Black);
drawing.DrawString(text, font, Brushes.White, 0, 0);
var bmpData = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.ReadOnly, PixelFormat.Format8bppIndexed);
var newBitmap = new Bitmap(width, height, bmpData.Stride, PixelFormat.Format8bppIndexed, bmpData.Scan0);
drawing.Dispose();
return newBitmap;
}
private static byte[] GetGrayscleBytesFastest(Bitmap bitmap)
{
BitmapData bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
int numbytes = bmpdata.Stride * bitmap.Height;
byte[] bytedata = new byte[numbytes];
IntPtr ptr = bmpdata.Scan0;
Marshal.Copy(ptr, bytedata, 0, numbytes);
bitmap.UnlockBits(bmpdata);
return bytedata;
}
You probably want to do this in two steps. First, create a 16bpp grayscale copy of your original image as described in Convert an image to grayscale.
Then, create your 8bpp image with the appropriate color table and draw the 16bpp grayscale image onto that image. That will do the conversion for you, converting the 16-bit grayscale values to your 256 different colors.
You should then have an 8bpp image with your 256 different shades of gray. You can then call LockBits to get access to the bitmap bits, which will be index values in the range 0 to 255.
I have solved this problem with ImageSharp
I calculate the gray value from the rgb values and then add it to the array.
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
private static byte[] GetImageData(byte[] imageData)
{
using (var image = Image.Load<Rgba32>(imageData))
{
var buffer = new byte[image.Width * image.Height];
var index = 0;
image.ProcessPixelRows(accessor =>
{
for (int y = 0; y < accessor.Height; y++)
{
Span<Rgba32> pixelRow = accessor.GetRowSpan(y);
for (int x = 0; x < pixelRow.Length; x++)
{
ref Rgba32 pixel = ref pixelRow[x];
buffer[index] = (byte)((pixel.R + pixel.G + pixel.B) / 3);
index++;
}
}
});
return buffer;
}
}
I am trying to combine 3 grayscale bitmaps into one color bitmap. All three grayscale images are the same size (this is based off of data from the Hubble). My logic is:
Load "blue" image and convert to PixelFormat.Format24bppRgb. Based off of that create a new byte array that is 4 times as large as the blue data array length/3 (so it will be one byte for blue, one byte for green, one byte for red, one byte for alpha per pixel since my system is little endian). Populate the "blue" bytes of the array from the "blue" bytes of the blue image (and in this first loop set the alpha byte to 255). I then load the green and red bitmaps, convert them to PixelFormat.Format24bppRgb, and pull the g/r value and add it to the correct place in the data array. The final data array then has the bgra bytes set correctly from what I can tell.
When I have the data array populated, I have used it to:
Create a PixelFormats.Bgra32 BitmapSource then convert that to a Bitmap.
Create a PixelFormat.Format32bppArgb Bitmap using the Bitmap constructor (width, height, stride, PixelForma, IntPtr)
Create a PixelFormat.Format32bppArgb Bitmap using pointers
All three ways of creating a return bitmap result in the image being "skewed" (sorry, I don't know of a better word).
The actual output (of all three ways of generating the final bitmap) is: Actual output
The desired output is something like (this was done in photoshop so it is slightly different): Desired output
The three file names (_blueFileName, _greenFileName, _redFileName) are set in the constructor and I check to make sure the files exist before creating the class. I can post that code if anyone wants it.
Can anyone tell me what I am doing wrong? I am guessing that is is due to the stride or something like that?
Note: I can't post the links to the images I am using as input as I don't have 10 reputation points. Maybe I could send the links via email or something if someone wants them as well.
Here is my code (with some stuff commented out, the comments describe what happens if each commented out block is used instead):
public Bitmap Merge()
{
// Load original "blue" bitmap.
Bitmap tblueBitmap = (Bitmap)Image.FromFile(_blueFileName);
int width = tblueBitmap.Width;
int height = tblueBitmap.Height;
// Convert to 24 bpp rgb (which is bgr on little endian machines)
Bitmap blueBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(blueBitmap))
{
gr.DrawImage(tblueBitmap, 0, 0, width, height);
}
tblueBitmap.Dispose();
// Lock and copy to byte array.
BitmapData blueData = blueBitmap.LockBits(new Rectangle(0, 0, blueBitmap.Width, blueBitmap.Height), ImageLockMode.ReadOnly,
blueBitmap.PixelFormat);
int numbBytes = blueData.Stride*blueBitmap.Height;
byte[] blueBytes = new byte[numbBytes];
Marshal.Copy(blueData.Scan0, blueBytes, 0, numbBytes);
blueBitmap.UnlockBits(blueData);
blueData = null;
blueBitmap.Dispose();
int mult = 4;
byte[] data = new byte[(numbBytes/3)*mult];
int count = 0;
// Copy every third byte starting at 0 to the final data array (data).
for (int i = 0; i < data.Length / mult; i++)
{
// Check for overflow
if (blueBytes.Length <= count*3 + 2)
{
continue;
}
// First pass, set Alpha channel.
data[i * mult + 3] = 255;
// Set blue byte.
data[i*mult] = blueBytes[count*3];
count++;
}
// Cleanup.
blueBytes = null;
int generation = GC.GetGeneration(this);
GC.Collect(generation);
Bitmap tgreenBitmap = (Bitmap)Image.FromFile(_greenFileName);
Bitmap greenBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(greenBitmap))
{
gr.DrawImage(tgreenBitmap, 0, 0, width, height);
}
tgreenBitmap.Dispose();
BitmapData greenData = greenBitmap.LockBits(new Rectangle(0, 0, greenBitmap.Width, greenBitmap.Height), ImageLockMode.ReadOnly,
greenBitmap.PixelFormat);
numbBytes = greenData.Stride * greenBitmap.Height;
byte[] greenBytes = new byte[numbBytes];
Marshal.Copy(greenData.Scan0, greenBytes, 0, numbBytes);
greenBitmap.UnlockBits(greenData);
greenData = null;
greenBitmap.Dispose();
count = 0;
for (int i = 0; i < data.Length / mult; i++)
{
if (greenBytes.Length <= count * 3 + 1)
{
continue;
}
// Set green byte
data[i * mult + 1] = greenBytes[count * 3 + 1];
count++;
}
greenBytes = null;
generation = GC.GetGeneration(this);
GC.Collect(generation);
Bitmap tredBitmap = (Bitmap)Image.FromFile(_redFileName);
Bitmap redBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(redBitmap))
{
gr.DrawImage(tredBitmap, 0, 0, width, height);
}
tredBitmap.Dispose();
BitmapData redData = redBitmap.LockBits(new Rectangle(0, 0, redBitmap.Width, redBitmap.Height), ImageLockMode.ReadOnly,
redBitmap.PixelFormat);
numbBytes = redData.Stride * redBitmap.Height;
byte[] redBytes = new byte[numbBytes];
Marshal.Copy(redData.Scan0, redBytes, 0, numbBytes);
redBitmap.UnlockBits(redData);
redData = null;
redBitmap.Dispose();
count = 0;
for (int i = 0; i < data.Length / mult; i++)
{
if (redBytes.Length <= count * 3+2)
{
count++;
continue;
}
// set red byte
data[i * mult + 2] = redBytes[count * 3 + 2];
count++;
}
redBytes = null;
generation = GC.GetGeneration(this);
GC.Collect(generation);
int stride = (width*32 + 7)/8;
var bi = BitmapSource.Create(width, height, 96, 96, PixelFormats.Bgra32, null, data, stride);
// uncomment out below to see what a bitmap source to bitmap does. So far, it is exactly the same as
// the uncommented out lines below.
// ---------------------------------------------------------------------------------------------------
//return BitmapImage2Bitmap(bi);
unsafe
{
fixed (byte* p = data)
{
IntPtr ptr = (IntPtr)p;
// Trying the commented out lines returns the same bitmap as the uncommented out lines.
// ------------------------------------------------------------------------------------
byte* p2 = (byte*)ptr;
Bitmap retBitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
BitmapData fData = retBitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb);
unsafe
{
for (int i = 0; i < fData.Height; i++)
{
byte* imgPtr = (byte*)(fData.Scan0 + (fData.Stride * i));
for (int x = 0; x < fData.Width; x++)
{
for (int ii = 0; ii < 4; ii++)
{
*imgPtr++ = *p2++;
}
//*imgPtr++ = 255;
}
}
}
retBitmap.UnlockBits(fData);
//Bitmap retBitmap = new Bitmap(width, height, GetStride(width, PixelFormat.Format32bppArgb),
// PixelFormat.Format32bppArgb, ptr);
return retBitmap;
}
}
}
private Bitmap BitmapImage2Bitmap(BitmapSource bitmapSrc)
{
using (MemoryStream outStream = new MemoryStream())
{
BitmapEncoder enc = new BmpBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(bitmapSrc));
enc.Save(outStream);
Bitmap bitmap = new Bitmap(outStream);
return new Bitmap(bitmap);
}
}
private int GetStride(int width, PixelFormat pxFormat)
{
int bitsPerPixel = ((int)pxFormat >> 8) & 0xFF;
int validBitsPerLine = width * bitsPerPixel;
int stride = ((validBitsPerLine + 31) / 32) * 4;
return stride;
}
You are missing the gap between the lines. The Stride value is not the amount of data in a line, it's the distance between the start of one line to the next. There may be a gap at the end of each line to align the next line on an even address boundary.
The Stride value can even be negative, then the image is stored upside down in memory. To get the data without the gaps and to handle all cases you need to copy one line at a time:
BitmapData blueData = blueBitmap.LockBits(new Rectangle(0, 0, blueBitmap.Width, blueBitmap.Height), ImageLockMode.ReadOnly, blueBitmap.PixelFormat);
int lineBytes = blueBitmap.Width * 3;
int numbBytes = lineBytes * blueBitmap.Height;
byte[] blueBytes = new byte[numbBytes];
for (int y = 0; y < blueBitmap.Height; y++) {
Marshal.Copy(blueData.Scan0 + y * blueData.Stride, blueBytes, y * lineBytes, lineBytes);
}
blueBitmap.UnlockBits(blueData);
blueBitmap.Dispose();
I am writing a Kinect application, where I use the color image from the sensor. I get a 640 x 480 color image, I copy the data from the sensor to a WriteableBitmap, with the WritePixels method. When I use the whole color image I have no issues. But I would like to use only the middle part of the image. But I can't get stride and or offset right?
To copy the whole image I do the following:
_colorImageWritableBitmap.WritePixels(
new Int32Rect(0, 0, colorImageFrame.Width, colorImageFrame.Height),
_colorImageData,
colorImageFrame.Width * Bgr32BytesPerPixel,
0);
As I mention I only want the middle part of the image. I would like to start at a width at 185px and take the next 270px, and stop there. And I use the the whole height.
My PixelFormat is bgr32, so to calculate the byte pr. pixel I use:
var bytesPrPixel = (PixelFormats.Bgr32.BitsPerPixel + 7)/8;
And my stride:
var stride = bytesPrPixel*width;
The writepixel method:
_colorImageWritableBitmap.WritePixels(
new Int32Rect(0, 0, colorImageFrame.Width, colorImageFrame.Height),
_colorImageData, stride, offset);
But when I change the width to other than 640, the image gets wrong (hidden in noise).
Can someone help me, to understand what I am doing wrong here?
You have to properly copy the pixels from the source bitmap. Assuming that the source colorImageFrame is also a BitmapSource, you would do it this way:
var width = 270;
var height = 480;
var x = (colorImageFrame.PixelWidth - width) / 2;
var y = 0;
var stride = (width * colorImageFrame.Format.BitsPerPixel + 7) / 8;
var pixels = new byte[height * stride];
colorImageFrame.CopyPixels(new Int32Rect(x, y, width, height), pixels, stride, 0);
Now you could write the pixel buffer to your WriteableBitmap by:
colorImageWritableBitmap.WritePixels(
new Int32Rect(0, 0, width, height), pixels, stride, 0);
Or instead of using WriteableBitmap, you just create a new BitmapSource, like:
var targetBitmap = BitmapSource.Create(
width, height, 96, 96, colorImageFrame.Format, null, pixels, stride);
However, the easiest way to create a crop of the source bitmap might be to used a CroppedBitmap like this:
var targetBitmap = new CroppedBitmap(
colorImageFrame, new Int32Rect(x, y, width, height));
I'm using LibTiff.NET to read a multipage Tiff file. It's no problem to convert my Tiff into a System.Drawing.Bitmap, since it's shown on their website, but what I want is a BitmapSource or something comparable to use in WPF.
Of course, I can convert the already converted System.Drawing.Bitmap, but since the amount of data is quite big, I am looking for a method to convert directly from the Tiff object.
Any suggestions? Maybe with the ReadRGBAImage method, that returns an int array with the colors?
Edit1:
I tried the following but only get an image consisting of gray stripes:
int[] raster = new int[height * width];
im.ReadRGBAImage(width, height, raster);
byte[] bytes = new byte[raster.Length * sizeof(int)];
Buffer.BlockCopy(raster, 0, bytes, 0, bytes.Length);
int stride = raster.Length / height;
image.Source = BitmapSource.Create(
width, height, dpiX/*ex 96*/, dpiY/*ex 96*/,
PixelFormats.Indexed1, BitmapPalettes.BlackAndWhite, bytes,
/*32/*bytes/pixel * width*/ stride);
Edit2:
Maybe this helps, it is for conversion to System.Drawing.Bitmap.
Ok I've downloaded the lib. The full solution is:
byte[] bytes = new byte[imageSize * sizeof(int)];
int bytesInRow = width * sizeof(int);
//Invert bottom and top
for (int row = 0; row < height; row++)
Buffer.BlockCopy(raster, row * bytesInRow, bytes, (height - row -1) * bytesInRow, bytesInRow);
//Invert R and B bytes
byte tmp;
for (int i = 0; i < bytes.Length; i += 4)
{
tmp = bytes[i];
bytes[i] = bytes[i + 2];
bytes[i + 2] = tmp;
}
int stride = width * 4;
Image = BitmapSource.Create(
width, height, 96, 96,
PixelFormats.Pbgra32, null, bytes, stride);
The solution is a bit more complex. In fact WPF don't support rgba32 format. So to display the image correctly R and B bytes should be swapped. Another tric is that tif image is loaded upside down. This needs some additional manipulation.
Hope this helps.
I want to create an 800x600 image whose each pixel is randomly chosen to be either green or red. How can I do this in WPF?
See WriteableBitmap
const uint red = 0xFFFF0000,green = 0xFF00FF00;
var rnd = new Random();
var bmp = new WriteableBitmap(800, 600, 96, 96, PixelFormats.Pbgra32, null);
var data = Enumerable.Range(0, 800 * 600).Select(x => rnd.NextDouble() > 0.5 ? red : green).ToArray();
bmp.WritePixels(new Int32Rect(0, 0, 800, 600), data, bmp.BackBufferStride, 0);
That is a simple example and does not cover dealing with the bitmap stride, different pixel formats or alpha.