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I have a performance problem.
For a insole model configurator, we have a piece to upload and many material images to fusion with the piece image.
I should replace every white pixel on the piece image by the corresponding pixel on the material image.
As the material image is not a mono color, I cant replace simply all white by another mono color.
Image sizes are the same. So I simply take a pixel if the color is not transparent from the piece image and with the same X and Z coordinates on the material images, I take a pixel and I set the pixel of the piece image.
But as there are many materials, it takes 5 minutes today.
Is there a mor optimised way to do this ?
Here is my method :
//For every material image, calls the fusion method below.
foreach (string material in System.IO.Directory.GetFiles(materialsPath))
{
var result = FillWhiteImages(whiteImagesFolder, whiteImagesFolder + "\\" + System.IO.Path.GetFileName(whiteFilePath), material);
}
private static void FusionWhiteImagesWithMaterials(string whiteImageFolder, string file, string materialImageFile)
{
if (file.ToLower().EndsWith(".db") || materialImageFile.ToLower().EndsWith(".db"))
return;
List<CustomPixel> lstColoredPixels = new List<CustomPixel>();
try
{
Bitmap image = new Bitmap(file);
for (int y = 0; y < image.Height; ++y)
{
for (int x = 0; x < image.Width; ++x)
{
if (image.GetPixel(x, y).A > 0)
{
lstColoredPixels.Add(new CustomPixel(x, y));
}
}
}
Bitmap bmpTemp = new Bitmap(materialImageFile);
Bitmap target = new Bitmap(bmpTemp, new Size(image.Size.Width, image.Size.Height));
for (int y = 0; y < target.Height; y++)
{
for (int x = 0; x < target.Width; x++)
{
Color clr = image.GetPixel(x, y);
if (clr.A > 0)
{
if (clr.R > 200 && clr.G > 200 && clr.B > 200)
image.SetPixel(x, y, target.GetPixel(x, y));
else
image.SetPixel(x, y, Color.Gray);
}
}
}
...
image.Save(...);
}
catch (Exception ex)
{
}
}
//I reduced image sizes to keep on the screen. Real image sizes are 500x1240 px.
Replacing the white is one possibility, but it's not a very pretty one. Based on the images you have there, the ideal solution for this is to get the pattern with the correct alpha applied, and then paint the visible black lines over it. This is actually a process with some more steps:
Extract the alpha from the foot shape image
Extract the black lines from the foot shape image
Apply the alpha to the pattern image
Paint the black lines over the alpha-adjusted pattern image
The way I'd approach this is to extract the data of both images as ARGB byte arrays, meaning, each pixel is four bytes, in the order B, G, R, A. Then, for each pixel, we simply copy the alpha byte from the foot shape image into the alpha byte of the pattern image, so you end up with the pattern image, with the transparency of the foot shape applied to it.
Now, in a new byte array of the same size, which starts with pure 00 bytes (meaning, since A,R,G and B are all zero, transparent black), we construct the black line. Pixels can be considered "black" if they're both not white, and visible. So the ideal result, including smooth fades, is to adjust the alpha of this new image to the minimum value of the alpha and the inverse of the brightness. Since it's grayscale, any of the R, G, B will do for brightness. To get the inverse as byte value, we just take (255 - brightness).
Note, if you need to apply this to a load of images, you probably want to extract the bytes, dimensions and stride of the foot pattern image only once in advance, and keep them in variables to give to the alpha-replacing process. In fact, since the black lines image won't change either, a preprocessing step to generate that should speed things up even more.
public static void BakeImages(String whiteFilePath, String materialsFolder, String resultFolder)
{
Int32 width;
Int32 height;
Int32 stride;
// extract bytes of shape & alpha image
Byte[] shapeImageBytes;
using (Bitmap shapeImage = new Bitmap(whiteFilePath))
{
width = shapeImage.Width;
height = shapeImage.Height;
// extract bytes of shape & alpha image
shapeImageBytes = GetImageData(shapeImage, out stride, PixelFormat.Format32bppArgb);
}
using (Bitmap blackImage = ExtractBlackImage(shapeImageBytes, width, height, stride))
{
//For every material image, calls the fusion method below.
foreach (String materialImagePath in Directory.GetFiles(materialsFolder))
{
using (Bitmap patternImage = new Bitmap(materialImagePath))
using (Bitmap result = ApplyAlphaToImage(shapeImageBytes, width, height, stride, patternImage))
{
if (result == null)
continue;
// paint black lines image onto alpha-adjusted pattern image.
using (Graphics g = Graphics.FromImage(result))
g.DrawImage(blackImage, 0, 0);
result.Save(Path.Combine(resultFolder, Path.GetFileNameWithoutExtension(materialImagePath) + ".png"), ImageFormat.Png);
}
}
}
}
The black lines image:
public static Bitmap ExtractBlackImage(Byte[] shapeImageBytes, Int32 width, Int32 height, Int32 stride)
{
// Create black lines image.
Byte[] imageBytesBlack = new Byte[shapeImageBytes.Length];
// Line start offset is set to 3 to immediately get the alpha component.
Int32 lineOffsImg = 3;
for (Int32 y = 0; y < height; y++)
{
Int32 curOffs = lineOffsImg;
for (Int32 x = 0; x < width; x++)
{
// copy either alpha or inverted brightness (whichever is lowest)
// from the shape image onto black lines image as alpha, effectively
// only retaining the visible black lines from the shape image.
// I use curOffs - 1 (red) because it's the simplest operation.
Byte alpha = shapeImageBytes[curOffs];
Byte invBri = (Byte) (255 - shapeImageBytes[curOffs - 1]);
imageBytesBlack[curOffs] = Math.Min(alpha, invBri);
// Adjust offset to next pixel.
curOffs += 4;
}
// Adjust line offset to next line.
lineOffsImg += stride;
}
// Make the black lines images out of the byte array.
return BuildImage(imageBytesBlack, width, height, stride, PixelFormat.Format32bppArgb);
}
The processing to apply the foot image's transparency to the pattern image:
public static Bitmap ApplyAlphaToImage(Byte[] alphaImageBytes, Int32 width, Int32 height, Int32 stride, Bitmap texture)
{
Byte[] imageBytesPattern;
if (texture.Width != width || texture.Height != height)
return null;
// extract bytes of pattern image. Stride should be the same.
Int32 patternStride;
imageBytesPattern = ImageUtils.GetImageData(texture, out patternStride, PixelFormat.Format32bppArgb);
if (patternStride != stride)
return null;
// Line start offset is set to 3 to immediately get the alpha component.
Int32 lineOffsImg = 3;
for (Int32 y = 0; y < height; y++)
{
Int32 curOffs = lineOffsImg;
for (Int32 x = 0; x < width; x++)
{
// copy alpha from shape image onto pattern image.
imageBytesPattern[curOffs] = alphaImageBytes[curOffs];
// Adjust offset to next pixel.
curOffs += 4;
}
// Adjust line offset to next line.
lineOffsImg += stride;
}
// Make a image out of the byte array, and return it.
return BuildImage(imageBytesPattern, width, height, stride, PixelFormat.Format32bppArgb);
}
The helper function to extract the bytes from an image:
public static Byte[] GetImageData(Bitmap sourceImage, out Int32 stride, PixelFormat desiredPixelFormat)
{
Int32 width = sourceImage.Width;
Int32 height = sourceImage.Height;
BitmapData sourceData = sourceImage.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, desiredPixelFormat);
stride = sourceData.Stride;
Byte[] data = new Byte[stride * height];
Marshal.Copy(sourceData.Scan0, data, 0, data.Length);
sourceImage.UnlockBits(sourceData);
return data;
}
The helper function to make a new image from a byte array:
public static Bitmap BuildImage(Byte[] sourceData, Int32 width, Int32 height, Int32 stride, PixelFormat pixelFormat)
{
Bitmap newImage = new Bitmap(width, height, pixelFormat);
BitmapData targetData = newImage.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, newImage.PixelFormat);
// Get actual data width.
Int32 newDataWidth = ((Image.GetPixelFormatSize(pixelFormat) * width) + 7) / 8;
Int32 targetStride = targetData.Stride;
Int64 scan0 = targetData.Scan0.ToInt64();
// Copy per line, copying only data and ignoring any possible padding.
for (Int32 y = 0; y < height; ++y)
Marshal.Copy(sourceData, y * stride, new IntPtr(scan0 + y * targetStride), newDataWidth);
newImage.UnlockBits(targetData);
return newImage;
}
The result in my test tool:
As you see, the black lines are preserved on top of the pattern.
GetPixel/SetPixel are notoriously slow due to locking and other overhead accessing the pixels. To improve performance you will need to use some unmanaged coding to access the data directly.
This answer should shows an example on how to improve speed when working with bitmaps.
Here is some (untested!) code adapted from that anwer:
public static unsafe Image MergeBitmaps(Bitmap mask, Bitmap background)
{
Debug.Assert(mask.PixelFormat == PixelFormat.Format32bppArgb);
BitmapData maskData = mask.LockBits(new Rectangle(0, 0, mask.Width, mask.Height),
ImageLockMode.ReadWrite, mask.PixelFormat);
BitmapData backgroundData = background.LockBits(new Rectangle(0, 0, background.Width, background.Height),
ImageLockMode.ReadWrite, background.PixelFormat);
try
{
byte bytesPerPixel = 4;
/*This time we convert the IntPtr to a ptr*/
byte* maskScan0 = (byte*)maskData.Scan0.ToPointer();
byte* backgroundScan0 = (byte*)backgroundData.Scan0.ToPointer();
for (int i = 0; i < maskData.Height; ++i)
{
for (int j = 0; j < maskData.Width; ++j)
{
byte* maskPtr = maskScan0 + i * maskData.Stride + j * bytesPerPixel;
byte* backPtr = backgroundScan0 + i * backgroundData.Stride + j * bytesPerPixel;
//maskPtr is a pointer to the first byte of the 4-byte color data
//maskPtr[0] = blueComponent;
//maskPtr[1] = greenComponent;
//maskPtr[2] = redComponent;
//maskPtr[3] = alphaComponent;
if (maskPtr[3] > 0 )
{
if (maskPtr[2] > 200 &&
maskPtr[1] > 200 &&
maskPtr[0] > 200)
{
maskPtr[3] = 255;
maskPtr[2] = backPtr[2];
maskPtr[1] = backPtr[1];
maskPtr[0] = backPtr[0];
}
else
{
maskPtr[3] = 255;
maskPtr[2] = 128;
maskPtr[1] = 128;
maskPtr[0] = 128;
}
}
}
}
return mask;
}
finally
{
mask.UnlockBits(maskData);
background.UnlockBits(backgroundData);
}
}
}
I found this solution, it is much more faster.
But it uses too much resources.
Parallel programing in C# came to my help :
//I called my method in a parallel foreach
Parallel.ForEach(System.IO.Directory.GetFiles(materialsPath), filling =>
{
var result = FillWhiteImages(whiteImagesFolder, whiteImagesFolder + "\\" + System.IO.Path.GetFileName(whiteFilePath), filling);
});
//Instead of a classic foreach loop like this.
foreach (string material in System.IO.Directory.GetFiles(materialsPath))
{
var result = FillWhiteImages(whiteImagesFolder, whiteImagesFolder + "\\" + System.IO.Path.GetFileName(whiteFilePath), material);
}
I am using WPF and i would like to manipulate some pixels of my image. I am using WritableBitmap because i can use it indirect from source. When i try to set some pixels RGB values (in order), the result is not that i expected.
I use this extension method to read source:
public static PixelColor[,] CopyPixels(this BitmapSource source,out int stride)
{
if (source.Format != PixelFormats.Bgra32)
source = new FormatConvertedBitmap(source, PixelFormats.Bgra32, null, 0);
PixelColor[,] pixels = new PixelColor[source.PixelWidth, source.PixelHeight];
stride = source.PixelWidth * ((source.Format.BitsPerPixel + 7) / 8);
GCHandle pinnedPixels = GCHandle.Alloc(pixels, GCHandleType.Pinned);
source.CopyPixels(
new Int32Rect(0, 0, source.PixelWidth, source.PixelHeight),
pinnedPixels.AddrOfPinnedObject(),
pixels.GetLength(0) * pixels.GetLength(1) * 4, stride);
pinnedPixels.Free();
return pixels;
}
The output struct is
[StructLayout(LayoutKind.Sequential)]
public struct PixelColor
{
public byte Blue;
public byte Green;
public byte Red;
public byte Alpha;
}
this is the simple example code to modify pixels (between 200x200 and 300x300) to black:
int stride = 0;
PixelColor[,] PixelData = wBitmap.CopyPixels(out stride);
for (int i = 0; i < PixelData.GetLength(0); i++)
{
for (int j = 0; j < PixelData.GetLength(1); j++)
{
if ((200 < i && 300 > i) && (200 < j && 300 > j))
{
PixelData[i, j].Blue = 0;
PixelData[i, j].Red = 0;
PixelData[i, j].Green = 0;
}
}
}
wBitmap.WritePixels(new Int32Rect(0, 0, wBitmap.PixelWidth, wBitmap.PixelHeight), PixelData, stride,0);
The surprising result is
This is an image with 500x500 parameters. I expected that the result will be an black filled square in the middle of the image instead of black vertical lines. What is the problem with my example code? (The colorful dots behind the lines are part of the original image.)
Just change the order of the dimensions in the 2-dimensional array declaration in your CopyPixels methods:
var pixels = new PixelColor[source.PixelHeight, source.PixelWidth];
What is the WPF equivalent of the following Java SWT code? I want to create an Image from a list of RGBA values and display on a Canvas.
private Image GetImage()
{
ImageData imageData = new ImageData(imageWidth, imageHeight,32,palette);
int pixelVecLoc=0;
for (int h = 0; h<imageHeight && (pixelVecLoc < currentImagePixelVec.size()); h++)
{
for (int w = 0; w<imageWidth && (pixelVecLoc < currentImagePixelVec.size()); w++)
{
int p = 0;
Pixel pixel = currentImagePixelVec.get(pixelVecLoc);
p = (pixel.Alpha<<24) | (pixel.Red<<16) | (pixel.Green<<8) | pixel.Blue;
imageData.setPixel(w, h, p);
pixelVecLoc++;
}
}
imageData = imageData.scaledTo(imageScaleWidth, imageScaleHeight);
Image image = ImageDescriptor.createFromImageData(imageData).createImage();
return image;
}
Then draw it on a Canvas:
gc.drawImage(image, 0, 0);
This is a short snippet showing how you can create a custom RGBA buffer and write pixel data to it (based on this example):
int width = 512;
int height = 256;
int stride = width * 4 + (width % 4);
int pixelWidth = 4; // RGBA (BGRA)
byte[] imageData = new byte[width * stride]; // raw byte buffer
for (int y = 0; y < height; y++)
{
int yPos = y * stride;
for (int x = 0; x < width; x++)
{
int xPos = yPos + x * pixelWidth;
imageData[xPos + 2] = (byte) (RedValue); // replace *Value with source data
imageData[xPos + 1] = (byte) (GreenValue);
imageData[xPos ] = (byte) (BlueValue);
imageData[xPos + 3] = (byte) (AlphaValue);
}
}
Then use the BitmapSource.Create Method (Int32, Int32, Double, Double, PixelFormat, BitmapPalette, IntPtr, Int32, Int32) method together with a PixelFormats:
BitmapSource bmp =
BitmapSource.Create(
width,
height,
96, // Horizontal DPI
96, // Vertical DPI
PixelFormats.Bgra32, // 32-bit BGRA
null, // no palette
imageData, // byte buffer
imageData.Length, // buffer size
stride); // stride
Note that the byte-order is reverse except the alpha component (BGRA) as shown in the snippet.
To transfer the result to canvas you can first create an Image, set the BitmapSource as Source and finally add that to the canvas:
// create image and set image as source
Image BmpImg = New Image();
BmpImg.Width = width;
BmpImg.Height = height;
BmpImg.Source = bmp;
// add image to canvas
canvas.Children.Add(BmpImg);
Canvas.SetLeft(BmpImg, 0); // to set position (x,y)
Canvas.SetTop(BmpImg, 0);
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'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.