c# set pixel at specific point using pointers - c#

i would like to set a pixel at a specific point but without using the slow SetPixel() method.
In the regular way,all i have to do is for example :bmp.SetPixel(120, 53, Color.Red);
but now when i use LockBits and pointers, it seems like i have to pass all the image bounds and cant set a pixel in a specific location.
this is my code
private unsafe void ChangePX(Bitmap bmp)
{
bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
IntPtr scan0 = bmData.Scan0;
int stride = bmData.Stride;
int nWidth = bmp.Width;
int nHeight = bmp.Height;
for(int y = 0; y < nHeight; y++)
{
byte* p = (byte*)scan0.ToPointer();
p += y * stride;
for (int x = 0; x < nWidth; x++)
{
if (x==120 &&y==53)
{//found the position.
p[0]=255;
p[1]=255;
p[2]=255;
p[3]=1;
}
p += 4;
}
bmp.UnlockBits(bmData);
}
As you see here im looping trough the image to find the specific position but i would like to set it directly without looping.
But i dont want to use the classic SetPixel method because i have to set the pixels in many points.
Any help would be appreciated.

Each row in a bitmap is padded at the end so the next row starts at a 4-byte boundary. bmData.Stride contains the size of such a padded row.
A bitmap also contains header information, such as the pixel format and the size of the image (unpadded). bmData.Scan0 contains the address of the first byte of pixel data.
So considering each row is bmData.Stride bytes wide, row y starts at:
bmData.Scan0 + (y * bmData.Stride)
Each pixel is assumed to be stored in 4 bytes, so to find the first byte of the pixel data for column x in row y, you multiply it by 4:
bmData.Scan0 + (y * bmData.Stride) + (x * 4)
Then you can directly point to that address if you want:
byte* p = (byte*)bmData.Scan0 + (y * bmData.Stride) + (x * 4);

Well, you can directly address a pixel. Given the dimensions and the stride (assuming you always have 4 bytes per pixel), the address of one pixel is:
byte* p = (byte*)scan0.ToPointer();
p += (y * stride) + (x * 4);
Why?
Every row contains stride bytes, so to get to row y you need to add y * stride bytes. Each pixel on x-direction has 4 bytes, so if you add 4 * x you are at pixel x in the current row.

Related

How can I merge bitmap (Alpha Bitmap and Main Bitmap) in C#?

```
if (alpha != null && input != null)
{
Bitmap output = new Bitmap(input.Width, input.Height, PixelFormat.Format32bppArgb);
var rect = new Rectangle(0, 0, input.Width, input.Height);
var bitsAlpha = alpha.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var bitsInput = input.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var bitsOutput = output.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
for (int y = 0; y < input.Height; y++)
{
byte* ptrAlpha = (byte*)bitsAlpha.Scan0 + y * bitsAlpha.Stride;
byte* ptrInput = (byte*)bitsInput.Scan0 + y * bitsInput.Stride;
byte* ptrOutput = (byte*)bitsOutput.Scan0 + y * bitsOutput.Stride;
for (int x = 0; x < input.Width; x++)
{
ptrOutput[4 * x] = ptrInput[4 * x]; // blue
ptrOutput[4 * x + 1] = ptrInput[4 * x + 1]; // green
ptrOutput[4 * x + 2] = ptrInput[4 * x + 2]; // red
ptrOutput[4 * x + 3] = ptrAlpha[4 * x]; // alpha
}
}
}
alpha.UnlockBits(bitsAlpha);
input.UnlockBits(bitsInput);
output.UnlockBits(bitsOutput);
return output;
}
```
I changed the PixelFormat to Format8bppIndexed.I set the pixel format to Format8bppIndexed and came to this conclusion image . Please help me
From what I can see, you're trying to use an 8-bit grayscale image as alpha for another picture.
This does not mean the final output will be 8-bit. It doesn't even mean the input image is 8-bit. In fact, the output of this should still be 32-bit, since 8-bit only supports palette-based transparency, meaning you set alpha to specific colours (affecting all pixels on the image that use that colour), rather than to specific pixels on the image.
The only things you need to change are these:
Since the alpha image is apparently 8-bit, lock that one as 8-bit. But to be sure, you should add a specific check in advance to test if its pixel format is indeed Format8bppIndexed.
Since that image is now locked as 8-bit, its single pixels are not grouped per 4 bytes but per 1 byte. So in the code that retrieves the alpha from it, remove the * 4 part.
The changed lines:
var bitsAlpha = alpha.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format8bppIndexed);
and
ptrOutput[4 * x + 3] = ptrAlpha[x]; // alpha
Besides this, the code should be kept as it is.
Red, Green, Blue and Alpha is for 32bit images (each of these is stored as a byte which 8 bits, 4 x 8 = 32), indexed images doesn't work this way.
1 . if your image is a 32bit image, then your loop steps should be 4:
for (int x = 0; x < input.Width; x+=4) // x+=3 for 24bit images (without alpha like jpg images)
instead of
for (int x = 0; x < input.Width; x++)
for 8bit indexed images it does not work that way and the colors are stored in a pallet (have a look at this)

Image processing : How to perform this function with lockbits

I have a problem. I need to perform this function with lockbits. Please I need help.
public void xPix(Bitmap bmp, int n, Color cx, Color nx)
{
try
{
for (int y = 0; y < bmp.Height; y++)
{
for (int x = 0; x < bmp.Width; x += (n * 2))
{
cx = bmp.GetPixel(x, y);
if (x + n <= bmp.Width - 1) nx = bmp.GetPixel(x + n, y);
bmp.SetPixel(x, y, nx);
if (x + n <= bmp.Width - 1) bmp.SetPixel(x + n, y, cx);
}
}
}
catch { }
}
There were lots of things that didn't make sense to me about your code. I fixed the pieces that were preventing an image from appearing and here is the result. I will explain my changes after the code.
public void xPix(Bitmap bmp, int n, Color cx, Color nx)
{
var img = bmp.LockBits(new Rectangle(Point.Empty, bmp.Size), System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
byte[] bmpBytes = new byte[Math.Abs(img.Stride) * img.Height];
System.Runtime.InteropServices.Marshal.Copy(img.Scan0, bmpBytes, 0, bmpBytes.Length);
for (int y = 0; y < img.Height; y++)
{
for (int x = 0; x < img.Width; x+=n*2)
{
cx = Color.FromArgb(BitConverter.ToInt32(bmpBytes, y * Math.Abs(img.Stride) + x * 4));
if (x + n <= img.Width - 1) nx = Color.FromArgb(BitConverter.ToInt32(bmpBytes, y * Math.Abs(img.Stride) + x * 4));
BitConverter.GetBytes(nx.ToArgb()).CopyTo(bmpBytes, y * Math.Abs(img.Stride) + x * 4);
if (x + n <= img.Width - 1) BitConverter.GetBytes(cx.ToArgb()).CopyTo(bmpBytes, y * Math.Abs(img.Stride) + (x + n) * 4);
}
}
System.Runtime.InteropServices.Marshal.Copy(bmpBytes, 0, img.Scan0, bmpBytes.Length);
bmp.UnlockBits(img);
}
protected override void OnClick(EventArgs e)
{
base.OnClick(e);
Bitmap bmp = new Bitmap(#"C:\Users\bluem\Downloads\Default.png");
for (int i = 0; i < bmp.Width; i++)
{
xPix(bmp, new Random().Next(20) + 1, System.Drawing.Color.White, System.Drawing.Color.Green);
}
Canvas.Image = bmp;
}
There's no such class as LockBitmap so I replaced it with the result of a call to Bitmap.LockBits directly.
The result of LockBits does not include functions for GetPixel and SetPixel, so I did what one normally does with the result of LockBits (see https://learn.microsoft.com/en-us/dotnet/api/system.drawing.bitmap.lockbits?view=netframework-4.7.2) and copied the data into a byte array instead.
When accessing the byte data directly, some math must be done to convert the x and y coordinates into a 1-dimensional coordinate within the array of bytes, which I did.
When accessing the byte data directly under the System.Drawing.Imaging.PixelFormat.Format32bppArgb pixel format, multiple bytes must be accessed to convert between byte data and a pixel color, which I did with BitConverter.GetBytes, BitConverter.ToInt32, Color.FromArgb and Color.ToArgb.
I don't think it's a good idea to be changing the Image in the middle of painting it. You should either be drawing the image directly during the Paint event, or changing the image outside the Paint event and allowing the system to draw it. So I used the OnClick of my form to trigger the function instead.
The first random number I got was 0, so I had to add 1 to avoid an endless loop.
The cx and nx parameters never seem to be used as inputs, so I put arbitrary color values in for them. Your x and y variables were not defined/declared anywhere.
If you want faster on-image-action, you can use Marshall.Copy method with Parallel.For
Why dont use GetPixel method? Because every time you call it, your ALL image is loaded to memory. GetPixel get one pixel, and UNLOAD all image. And in every iteration, ALL image is loaded to memory (for example, if u r working on 500x500 pix image, GetPixel will load 500x500 times whole pixels to memory). When you work on images with C# (CV stuff), work on raw bytes from memory.
I will show how to use with Lockbits in Binarization because its easy to explain.
int pixelBPP = Image.GetPixelFormatSize(resultBmp.PixelFormat) / 8;
unsafe
{
BitmapData bmpData = resultBmp.LockBits(new Rectangle(0, 0, resultBmp.Width, resultBmp.Height), ImageLockMode.ReadWrite, resultBmp.PixelFormat);
byte* ptr = (byte*)bmpData.Scan0; //addres of first line
int height = resultBmp.Height;
int width = resultBmp.Width * pixelBPP;
Parallel.For(0, height, y =>
{
byte* offset = ptr + (y * bmpData.Stride); //set row
for(int x = 0; x < width; x = x + pixelBPP)
{
byte value = (offset[x] + offset[x + 1] + offset[x + 2]) / 3 > threshold ? Byte.MaxValue : Byte.MinValue;
offset[x] = value;
offset[x + 1] = value;
offset[x + 2] = value;
if (pixelBPP == 4)
{
offset[x + 3] = 255;
}
}
});
resultBmp.UnlockBits(bmpData);
}
Now, example with Marshall.copy:
BitmapData bmpData = resultBmp.LockBits(new Rectangle(0, 0, resultBmp.Width, resultBmp.Height),
ImageLockMode.ReadWrite,
resultBmp.PixelFormat
);
int bytes = bmpData.Stride * resultBmp.Height;
byte[] pixels = new byte[bytes];
Marshal.Copy(bmpData.Scan0, pixels, 0, bytes); //loading bytes to memory
int height = resultBmp.Height;
int width = resultBmp.Width;
Parallel.For(0, height - 1, y => //seting 2s and 3s
{
int offset = y * stride; //row
for (int x = 0; x < width - 1; x++)
{
int positionOfPixel = x + offset + pixelFormat; //remember about pixel format!
//do what you want with pixel
}
}
});
Marshal.Copy(pixels, 0, bmpData.Scan0, bytes); //copying bytes to bitmap
resultBmp.UnlockBits(bmpData);
Remember, when you warking with RAW bytes very important is to remember about PixelFormat. If you work on RGBA image, you need to set up every channel. (for example offset + x + pixelFormat). I showed it in Binarization example, how to deak with RGBA image with raw data. If lockbits are not fast enough, use Marshall.Copy

How to extract R,G,B values from the image and store it in 3 different arrays in WPF

I need to extract R,G,B values from the image and store in 3 different arrays with it's equivalent co-ordinates values. For example: In 500*500 Image, R must store only red color information of each pixel and it's equivalent co-ordinate values i.e., [0,0] to its maximum co-ordinate [499,499]. After extracting all the R values into array, I need to retrieve the R value of particular pixel using the co-ordinate as a reference by mouse click in the Image, And need to follow same for G,B values. Can anyone help me doing this using C#? In WPF application.
if your image is a System.Drawing.Bitmap:
BitmapData data = image.LockBits(new Rectangle(startX, startY, w, h), System.Drawing.Imaging.ImageLockMode.ReadOnly, PixelFormat);
try
{
byte[] pixelData = new Byte[data.Stride];
for (int scanline = 0; scanline < data.Height; scanline++)
{
Marshal.Copy(data.Scan0 + (scanline * data.Stride), pixelData, 0, data.Stride);
for (int pixeloffset = 0; pixeloffset < data.Width; pixeloffset++)
{
// PixelFormat.Format32bppRgb means the data is stored
// in memory as BGR. We want RGB, so we must do some
// bit-shuffling.
rgbArray[offset + (scanline * scansize) + pixeloffset] =
(pixelData[pixeloffset * PixelWidth + 2] << 16) + // R
(pixelData[pixeloffset * PixelWidth + 1] << 8) + // G
pixelData[pixeloffset * PixelWidth]; // B
}
}
}
finally
{
image.UnlockBits(data);
}

c# get rectangle bounds from image

lets say i have a image
i would like to find the black rectangle bounds(right,left,width,height) in the image(lets say there's no other black pixels in this image).
my code so far is:
private unsafe Bitmap GetDiffBitmap(Bitmap bmp)
{
bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
IntPtr scan0 = bmData.Scan0;
int stride = bmData.Stride;
int nWidth = bmp.Width;
int nHeight = bmp.Height;
for(int y = 0; y < nHeight; y++)
{
//define the pointers inside the first loop for parallelizing
byte* p = (byte*)scan0.ToPointer();
p += y * stride;
for (int x = 0; x < nWidth; x++)
{
//always get the complete pixel when differences are found
if(p[0]==0 && p[1]==0 && p[2]==0)
{
// p[0] = 255;
// p[1] = 255;
// p[2] =255;
right = nWidth;//geting the position of the lastest black pixel;
}
p += 4;
}
}
bmp.UnlockBits(bmData);
return bmp;
}
its seems like my nwidth is also as the image width-so its not working.. i got acces to these pixels and i can change them but i dont know why i can count them and find a proper bounds of the black rectangle... if anyone could help me i would really apperciate it,
There are a few issues with this kind of image analysis:
1 replace
if(p[0]==0 && p[1]==0 && p[2]==0)
{
right = nWidth;//geting the position of the lastest black pixel;
}
with
if(p[0]==0 && p[1]==0 && p[2]==0)
{
right = x; //geting the position of the lastest black pixel;
}
Your x-iteration variable already counts which pixel you are on.
2 The code you provided only works for 32bpp pixel formats. If this is on purpose you should check if the bitmap you are analysing is in a compatible format.
3 With most compressed image formats you often won't get an exactly 0 on all 3 color channels for black, you should do a "less than something dark" check instead of a zero.

C# How do I convert my get GetPixel / SetPixel color processing to Lockbits?

EDIT: I deeply appreciate the replies. What I need more than anything here is sample code for what I do with the few lines of code in the nested loop, since that's what works right in GetPixel/SetPixel, but also what I can't get to work right using Lockbits. Thank you
I'm trying to convert my image processing filters from GetPixel / SetPixel to Lockbits, to improve processing time. I have seen Lockbits tutorials here on Stack Overflow, MSDN, and other sites as well, but I'm doing something wrong. I'm starting with an exceedingly simple filter, which simply reduces green to create a red and purple effect. Here's my code:
private void redsAndPurplesToolStripMenuItem_Click(object sender, EventArgs e)
{
// Get bitmap from picturebox
Bitmap bmpMain = (Bitmap)pictureBoxMain.Image.Clone();
// search through each pixel via x, y coordinates, examine and make changes. Dont let values exceed 255 or fall under 0.
for (int y = 0; y < bmpMain.Height; y++)
for (int x = 0; x < bmpMain.Width; x++)
{
bmpMain.GetPixel(x, y);
Color c = bmpMain.GetPixel(x, y);
int myRed = c.R, myGreen = c.G, myBlue = c.B;
myGreen -= 128;
if (myGreen < 0) myGreen = 0;
bmpMain.SetPixel(x, y, Color.FromArgb(255, myRed, myGreen, myBlue));
}
// assign the new bitmap to the picturebox
pictureBoxMain.Image = (Bitmap)bmpMain;
// Save a copy to the HD for undo / redo.
string myString = Environment.GetEnvironmentVariable("temp", EnvironmentVariableTarget.Machine);
pictureBoxMain.Image.Save(myString + "\\ColorAppRedo.png", System.Drawing.Imaging.ImageFormat.Png);
}
So that GetPixel / SetPixel code works fine, but it's slow. So I tried this:
private void redsAndPurplesToolStripMenuItem_Click(object sender, EventArgs e)
{
// Get bitmap from picturebox
Bitmap bmpMain = (Bitmap)pictureBoxMain.Image.Clone();
Rectangle rect = new Rectangle(Point.Empty, bmpMain.Size);
BitmapData bmpData = bmpMain.LockBits(rect, ImageLockMode.ReadOnly, bmpMain.PixelFormat);
// search through each pixel via x, y coordinates, examine and make changes. Dont let values exceed 255 or fall under 0.
for (int y = 0; y < bmpMain.Height; y++)
for (int x = 0; x < bmpMain.Width; x++)
{
bmpMain.GetPixel(x, y);
Color c = new Color();
int myRed = c.R, myGreen = c.G, myBlue = c.B;
myGreen -= 128;
if (myGreen < 0) myGreen = 0;
bmpMain.SetPixel(x, y, Color.FromArgb(255, myRed, myGreen, myBlue));
}
bmpMain.UnlockBits(bmpData);
// assign the new bitmap to the picturebox
pictureBoxMain.Image = (Bitmap)bmpMain;
// Save a copy to the HD for undo / redo.
string myString = Environment.GetEnvironmentVariable("temp", EnvironmentVariableTarget.Machine);
pictureBoxMain.Image.Save(myString + "\\ColorAppRedo.png", System.Drawing.Imaging.ImageFormat.Png);
}
Which throws the error "An unhandled exception of type 'System.InvalidOperationException' occurred in System.Drawing.dll Additional information: Bitmap region is already locked" when it reaches the first line of the nested loop.
I realize this has to be a beginner's error, I'd appreciate if someone could demonstrate the correct way to convert this very simple filter to Lockbits. Thank you very much
The array returned by scan0 is in this format BGRA BGRA BGRA BGRA ... and so on,
where B = Blue, G = Green, R = Red, A = Alpha.
Example of a very small bitmap 4 pixels wide and 3 pixels height.
BGRA BGRA BGRA BGRA
BGRA BGRA BGRA BGRA
BGRA BGRA BGRA BGRA
stride = width*bytesPerPixel = 4*4 = 16 bytes
height = 3
maxLenght = stride*height= 16*3 = 48 bytes
To reach a certain pixel in the image (x, y) use this formula
int certainPixel = bytesPerPixel*x + stride * y;
B = scan0[certainPixel + 0];
G = scan0[certainPixel + 1];
R = scan0[certainPixel + 2];
A = scan0[certainPixel + 3];
public unsafe void Test(Bitmap bmp)
{
int width = bmp.Width;
int height = bmp.Height;
//TODO determine bytes per pixel
int bytesPerPixel = 4; // we assume that image is Format32bppArgb
int maxPointerLenght = width * height * bytesPerPixel;
int stride = width * bytesPerPixel;
byte R, G, B, A;
BitmapData bData = bmp.LockBits(
new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height),
ImageLockMode.ReadWrite, bmp.PixelFormat);
byte* scan0 = (byte*)bData.Scan0.ToPointer();
for (int i = 0; i < maxPointerLenght; i += 4)
{
B = scan0[i + 0];
G = scan0[i + 1];
R = scan0[i + 2];
A = scan0[i + 3];
// do anything with the colors
// Set the green component to 0
G = 0;
// do something with red
R = R < 54 ? (byte)(R + 127) : R;
R = R > 255 ? 255 : R;
}
bmp.UnlockBits(bData);
}
You can test is yourself. Create a very small bitmap ( few pixels wide/height) in paint or any other program and put a breakpoint at the begining of the method.
Additional information: Bitmap region is already locked"
You now know why GetPixel() is slow, it also uses Un/LockBits under the hood. But does so for each individual pixel, the overhead steals cpu cycles. A bitmap can be locked only once, that's why you got the exception. Also the basic reason that you can't access a bitmap in multiple threads simultaneously.
The point of LockBits is that you can access the memory occupied by the bitmap pixels directly. The BitmapData.Scan0 member gives you the memory address. Directly addressing the memory is very fast. You'll however have to work with an IntPtr, the type of Scan0, that requires using a pointer or Marshal.Copy(). Using a pointer is the optimal way, there are many existing examples on how to do this, I won't repeat it here.
... = bmpMain.LockBits(rect, ImageLockMode.ReadOnly, bmpMain.PixelFormat);
The last argument you pass is very, very important. It selects the pixel format of the data and that affects the code you write. Using bmpMain.PixelFormat is the fastest way to lock but it is also very inconvenient. Since that now requires you to adapt your code to the specific pixel format. There are many, take a good look at the PixelFormat enum. They differ in the number of bytes taken for each pixel and how the colors are encoded in the bits.
The only convenient pixel format is Format32bppArgb, every pixel takes 4 bytes, the color/alpha is encoded in a single byte and you can very easily and quickly address the pixels with an uint*. You can still deal with Format24bppRgb but you now need a byte*, that's a lot slower. The ones that have a P in the name are pre-multiplied formats, very fast to display but exceedingly awkward to deal with. You may thus be well ahead by taking the perf hit of forcing LockBits() to convert the pixel format. Paying attention to the pixel format up front is important to avoid this kind of lossage.

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