Generate 16-bit grayscale BitmapData and save to file - c#

I am trying to generate 16bit grayscale Bitmap in C# from a random data.But it crashed on Marshal.Copy.
Here is my code:
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT * 2;
var bitmapBytes = new short[numberOfBytes];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x) * 2; // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // BLUE
bitmapBytes[i + 1] = value; // GREEN
bitmapBytes[i + 2] = value; // RED
// bitmapBytes[i + 3] = 0xFF; // ALPHA
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, numberOfBytes);//crashes here
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
The exception is:
An unhandled exception of type 'System.AccessViolationException' occurred in mscorlib.dll
This is not my code.I found it in relation to 32bit Bitmaps and modified.But I guess I have missed something as I am pretty new to C#.
Basically,all I need is to wrap into BitmapData an arrays of shorts.

This works for System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
private static void SaveBmp(Bitmap bmp, string path)
{
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
BitmapData bitmapData = bmp.LockBits(rect, ImageLockMode.ReadOnly, bmp.PixelFormat);
var pixelFormats = ConvertBmpPixelFormat(bmp.PixelFormat);
BitmapSource source = BitmapSource.Create(bmp.Width,
bmp.Height,
bmp.HorizontalResolution,
bmp.VerticalResolution,
pixelFormats,
null,
bitmapData.Scan0,
bitmapData.Stride * bmp.Height,
bitmapData.Stride);
bmp.UnlockBits(bitmapData);
FileStream stream = new FileStream(path, FileMode.Create);
TiffBitmapEncoder encoder = new TiffBitmapEncoder();
encoder.Compression = TiffCompressOption.Zip;
encoder.Frames.Add(BitmapFrame.Create(source));
encoder.Save(stream);
stream.Close();
}
private static System.Windows.Media.PixelFormat ConvertBmpPixelFormat(System.Drawing.Imaging.PixelFormat pixelformat)
{
System.Windows.Media.PixelFormat pixelFormats = System.Windows.Media.PixelFormats.Default;
switch (pixelformat)
{
case System.Drawing.Imaging.PixelFormat.Format32bppArgb:
pixelFormats = PixelFormats.Bgr32;
break;
case System.Drawing.Imaging.PixelFormat.Format8bppIndexed:
pixelFormats = PixelFormats.Gray8;
break;
case System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
pixelFormats = PixelFormats.Gray16;
break;
}
return pixelFormats;
}

I have corrected some of your mistakes (mostly wrong sizes). But it will still crash on b16bpp.Save(), because GDI+ does not support saving 16bit grayscale images.
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT;
var bitmapBytes = new short[IMAGE_WIDTH * IMAGE_HEIGHT];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x); // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // GRAY
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, bitmapBytes.Length);
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
Explanation of my changes:
bitmapData.Stride is already IMAGE_WIDTH * BytesPerPixel so you don't need to multiply by 2
as you declared bitmapBytes as short[] it has to have the size of the image in pixels not in bytes
that means you also do not need to multiply i by 2
since you have a grayscale image it does not have a blue, green and red channel, but one single 16bit gray channel
Marshal.Copy takes the length in "array units" not in bytes
All in all you tried to copy an array 8 times to large into the bitmap.

Related

Calculate average of images using pointers

My code calculates average color of each pixel in an image and returns a new image.
Image calculateAverage(Bitmap image1, Bitmap image2)
{
// Locking the image into memory.
BitmapData sourceData = image1.LockBits(new Rectangle(0, 0, image1.Width, image1.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
// All of the pixels will be stored in this array(each 4 numbers represent a pixel).
byte[] sourceBuffer = new byte[sourceData.Stride * sourceData.Height];
// Copying the image pixels into sourceBuffer.
Marshal.Copy(sourceData.Scan0, sourceBuffer, 0, sourceBuffer.Length);
// Don't need the image, unlock memory.
image1.UnlockBits(sourceData);
// --- Same thing for the second image ---
BitmapData blendData = image2.LockBits(new Rectangle(0, 0, image2.Width, image2.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte[] blendBuffer = new byte[blendData.Stride * blendData.Height];
Marshal.Copy(blendData.Scan0, blendBuffer, 0, blendBuffer.Length);
image2.UnlockBits(blendData);
//---
// Calculating average of each color in each pixel.
for (int k = 0; (k + 4 < sourceBuffer.Length) && (k + 4 < blendBuffer.Length); k += 4)
{
sourceBuffer[k] = (byte)calcualteAverage(sourceBuffer[k], blendBuffer[k]);
sourceBuffer[k + 1] = (byte)calcualteAverage(sourceBuffer[k + 1], blendBuffer[k + 1]);
sourceBuffer[k + 2] = (byte)calcualteAverage(sourceBuffer[k + 2], blendBuffer[k + 2]);
// Average of Alpha
sourceBuffer[k + 3] = (byte)calcualteAverage(sourceBuffer[k + 3], sourceBuffer[k + 3]);
}
// Saving the result.
Bitmap resultBitmap = new Bitmap(image1.Width, image1.Height);
BitmapData resultData = resultBitmap.LockBits(new Rectangle(0, 0,
resultBitmap.Width, resultBitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
Marshal.Copy(sourceBuffer, 0, resultData.Scan0, sourceBuffer.Length);
resultBitmap.UnlockBits(resultData);
return resultBitmap;
}
For performance reasons I need to rewrite this method using unsafe code though I'm a noob with pointers; don't know how it can improve performance or what will change in the algorithm?
The function can be replaced by this:
public static Bitmap CalculateAverage(
Bitmap sourceBitmap, Bitmap blendBitmap)
{
// Locking the images into the memory.
BitmapData sourceData = sourceBitmap.LockBits(
new Rectangle(0, 0, sourceBitmap.Width, sourceBitmap.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
BitmapData blendData = blendBitmap.LockBits(
new Rectangle(0, 0, blendBitmap.Width, blendBitmap.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
// Get required variables. This wont work for images with different sizes.
int resultWidth = sourceBitmap.Width;
int resultHeight = sourceBitmap.Height;
int stride = sourceData.Stride;
// result will be stored here.
var resultBitmap = new Bitmap(resultWidth, resultHeight);
BitmapData resultData = resultBitmap.LockBits(
new Rectangle(0, 0, resultWidth, resultHeight),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
// Getting address of locked images.
byte* sourceAddress = (byte*)sourceData.Scan0.ToPointer();
byte* blendAddress = (byte*)blendData.Scan0.ToPointer();
byte* resultAddress = (byte*)resultData.Scan0.ToPointer();
// Iterating throgh pixels and storing averages inside the result variable.
for (int y = 0; y < resultHeight; y++)
{
for (int x = 0; x < resultWidth; x++)
{
for (int color = 0; color < 4; color++)
{
int currentByte = (y * stride) + x * 4 + color;
resultAddress[currentByte] = (byte)average(
sourceAddress[currentByte],
blendAddress[currentByte]);
}
}
}
}
// Unlocking the Bits; returning the result bitmap.
sourceBitmap.UnlockBits(sourceData);
blendBitmap.UnlockBits(blendData);
resultBitmap.UnlockBits(resultData);
return resultBitmap;
}
I cannot test it at the moment but this might give a hint in the right direction. If there are any questions please don't hesitate to ask. It's based on this code: How to calculate the average rgb color values of a bitmap.

BitMiracle/libtiff.net copying pages to other tiff with compression

I am trying to built a program which reads a tiff file, selects a number of pages.
extracts those pages and will put it in a List
the Original tiffs have a TiffCompressOption.Ccitt4 compression.
after extracting x pages from different files, I want to rebuild the tiff using tifflib.
However when i create the tiff, the pages are not visible (probably broken) with the same compression. When I rebuild it with another comrpression (LZW AND Photometrix on RGB). It works, only the tiffs are 10 times as big.
The code is under.:
public bool CreateTiff(List<Bitmap> listBitmap, string fileName)
{
int numberOfPages = listBitmap.Count;
using (Tiff output = Tiff.Open(fileName, "w"))
{
for (int page = 0; page < numberOfPages; ++page)
{
// get bufferData
var bmp = listBitmap[page];
byte[] raster = getImageRasterBytes(bmp, PixelFormat.Format32bppArgb);
output.SetField(TiffTag.IMAGEWIDTH, bmp.Width);
output.SetField(TiffTag.IMAGELENGTH, bmp.Height);
output.SetField(TiffTag.COMPRESSION, Compression.CCITT_T6);
output.SetField(TiffTag.PHOTOMETRIC, Photometric.MINISBLACK);
output.SetField(TiffTag.ROWSPERSTRIP, bmp.Height);
output.SetField(TiffTag.XRESOLUTION, bmp.HorizontalResolution);
output.SetField(TiffTag.YRESOLUTION, bmp.VerticalResolution);
output.SetField(TiffTag.BITSPERSAMPLE, 8);
output.SetField(TiffTag.SAMPLESPERPIXEL, 4);
output.SetField(TiffTag.PLANARCONFIG, PlanarConfig.CONTIG);
output.SetField(TiffTag.EXTRASAMPLES, 1, new short[] { (short)ExtraSample.UNASSALPHA });
output.SetField(TiffTag.PAGENUMBER, page, numberOfPages + 1);
int stride = raster.Length / bmp.Height;
convertSamples(raster, bmp.Width, bmp.Height);
for (int i = 0, offset = 0; i < bmp.Height; i++)
{
output.WriteScanline(raster, offset, i, 0);
offset += stride;
}
output.WriteDirectory();
}
}
Process.Start(fileName);
return true;
}
private static void convertSamples(byte[] data, int width, int height)
{
int stride = data.Length / height;
const int samplesPerPixel = 4;
for (int y = 0; y < height; y++)
{
int offset = stride * y;
int strideEnd = offset + width * samplesPerPixel;
for (int i = offset; i < strideEnd; i += samplesPerPixel)
{
byte temp = data[i + 2];
data[i + 2] = data[i];
data[i] = temp;
}
}
}
private static byte[] getImageRasterBytes(Bitmap bmp, PixelFormat format)
{
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
byte[] bits = null;
try
{
// Lock the managed memory
BitmapData bmpdata = bmp.LockBits(rect, ImageLockMode.ReadWrite, format);
// Declare an array to hold the bytes of the bitmap.
bits = new byte[bmpdata.Stride * bmpdata.Height];
// Copy the values into the array.
System.Runtime.InteropServices.Marshal.Copy(bmpdata.Scan0, bits, 0, bits.Length);
// Release managed memory
bmp.UnlockBits(bmpdata);
}
catch
{
return null;
}
return bits;
}

C# Bitmap.Save() gives a GDI+ generic error with Format16BppIndexed and no given method works [duplicate]

I am trying to generate 16bit grayscale Bitmap in C# from a random data.But it crashed on Marshal.Copy.
Here is my code:
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT * 2;
var bitmapBytes = new short[numberOfBytes];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x) * 2; // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // BLUE
bitmapBytes[i + 1] = value; // GREEN
bitmapBytes[i + 2] = value; // RED
// bitmapBytes[i + 3] = 0xFF; // ALPHA
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, numberOfBytes);//crashes here
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
The exception is:
An unhandled exception of type 'System.AccessViolationException' occurred in mscorlib.dll
This is not my code.I found it in relation to 32bit Bitmaps and modified.But I guess I have missed something as I am pretty new to C#.
Basically,all I need is to wrap into BitmapData an arrays of shorts.
This works for System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
private static void SaveBmp(Bitmap bmp, string path)
{
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
BitmapData bitmapData = bmp.LockBits(rect, ImageLockMode.ReadOnly, bmp.PixelFormat);
var pixelFormats = ConvertBmpPixelFormat(bmp.PixelFormat);
BitmapSource source = BitmapSource.Create(bmp.Width,
bmp.Height,
bmp.HorizontalResolution,
bmp.VerticalResolution,
pixelFormats,
null,
bitmapData.Scan0,
bitmapData.Stride * bmp.Height,
bitmapData.Stride);
bmp.UnlockBits(bitmapData);
FileStream stream = new FileStream(path, FileMode.Create);
TiffBitmapEncoder encoder = new TiffBitmapEncoder();
encoder.Compression = TiffCompressOption.Zip;
encoder.Frames.Add(BitmapFrame.Create(source));
encoder.Save(stream);
stream.Close();
}
private static System.Windows.Media.PixelFormat ConvertBmpPixelFormat(System.Drawing.Imaging.PixelFormat pixelformat)
{
System.Windows.Media.PixelFormat pixelFormats = System.Windows.Media.PixelFormats.Default;
switch (pixelformat)
{
case System.Drawing.Imaging.PixelFormat.Format32bppArgb:
pixelFormats = PixelFormats.Bgr32;
break;
case System.Drawing.Imaging.PixelFormat.Format8bppIndexed:
pixelFormats = PixelFormats.Gray8;
break;
case System.Drawing.Imaging.PixelFormat.Format16bppGrayScale:
pixelFormats = PixelFormats.Gray16;
break;
}
return pixelFormats;
}
I have corrected some of your mistakes (mostly wrong sizes). But it will still crash on b16bpp.Save(), because GDI+ does not support saving 16bit grayscale images.
Bitmap b16bpp;
private void GenerateDummy16bitImage()
{
b16bpp = new Bitmap(IMAGE_WIDTH, IMAGE_HEIGHT, System.Drawing.Imaging.PixelFormat.Format16bppGrayScale);
var rect = new Rectangle(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
var bitmapData = b16bpp.LockBits(rect, ImageLockMode.WriteOnly, b16bpp.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * IMAGE_HEIGHT;
var bitmapBytes = new short[IMAGE_WIDTH * IMAGE_HEIGHT];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < IMAGE_WIDTH; x++)
{
for (int y = 0; y < IMAGE_HEIGHT; y++)
{
var i = ((y * IMAGE_WIDTH) + x); // 16bpp
// Generate the next random pixel color value.
var value = (short)random.Next(5);
bitmapBytes[i] = value; // GRAY
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, bitmapBytes.Length);
// Unlock the bitmap, we're all done.
b16bpp.UnlockBits(bitmapData);
b16bpp.Save("random.bmp", ImageFormat.Bmp);
Debug.WriteLine("saved");
}
Explanation of my changes:
bitmapData.Stride is already IMAGE_WIDTH * BytesPerPixel so you don't need to multiply by 2
as you declared bitmapBytes as short[] it has to have the size of the image in pixels not in bytes
that means you also do not need to multiply i by 2
since you have a grayscale image it does not have a blue, green and red channel, but one single 16bit gray channel
Marshal.Copy takes the length in "array units" not in bytes
All in all you tried to copy an array 8 times to large into the bitmap.

c# RGB Values from Bitmap Data

I am new in working with Bitmap and using 16 bits per pixel Format16bppRgb555;
I want to Extract RGB Values from Bitmap Data. Here is my code
static void Main(string[] args)
{
BitmapRGBValues();
Console.ReadKey();
}
static unsafe void BitmapRGBValues()
{
Bitmap cur = new Bitmap(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, PixelFormat.Format16bppRgb555);
//Capture Screen
var screenBounds = Screen.PrimaryScreen.Bounds;
using (var gfxScreenshot = Graphics.FromImage(cur))
{
gfxScreenshot.CopyFromScreen(screenBounds.X, screenBounds.Y, 0, 0, screenBounds.Size, CopyPixelOperation.SourceCopy);
}
var curBitmapData = cur.LockBits(new Rectangle(0, 0, cur.Width, cur.Height),
ImageLockMode.ReadWrite, PixelFormat.Format16bppRgb555);
try
{
byte* scan0 = (byte*)curBitmapData.Scan0.ToPointer();
for (int y = 0; y < cur.Height; ++y)
{
ulong* curRow = (ulong*)(scan0 + curBitmapData.Stride * y);
for (int x = 0; x < curBitmapData.Stride / 8; ++x)
{
ulong pixel = curRow[x];
//How to get RGB Values from pixel;
}
}
}
catch
{
}
finally
{
cur.UnlockBits(curBitmapData);
}
}
LockBits can actually convert your image to a desired pixel format, meaning no further conversion should be needed. Just lock the image as Format32bppArgb and you can simply take your colour values from single bytes.
BitmapData curBitmapData = cur.LockBits(new Rectangle(0, 0, cur.Width, cur.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
Int32 stride = curBitmapData.Stride;
Byte[] data = new Byte[stride * cur.Height];
Marshal.Copy(curBitmapData.Scan0, data, 0, data.Length);
cur.UnlockBits(curBitmapData);
With this code, you end up with the byte array data, which is filled with your image data in ARGB format, meaning the colour component bytes will be in there in the order [B, G, R, A]. Note that the stride is the amount of bytes to skip to get to a next line on the image, and since this is not always equal to "width * bytes per pixel", it should always be taken into account.
Now you got that, you can do whatever you want with it...
Int32 curRowOffs = 0;
for (Int32 y = 0; y < cur.Height; y++)
{
// Set offset to start of current row
Int32 curOffs = curRowOffs;
for (Int32 x = 0; x < cur.Width; x++)
{
// ARGB = bytes [B,G,R,A]
Byte b = data[curOffs];
Byte g = data[curOffs + 1];
Byte r = data[curOffs + 2];
Byte a = data[curOffs + 3];
Color col = Color.FromArgb(a, r, g, b);
// Do whatever you want with your colour here
// ...
// Increase offset to next colour
curOffs += 4;
}
// Increase row offset
curRowOffs += stride;
}
You can even edit the bytes, and then build a new image from them if you want.

C# Creating PixelFormat.Format32bppArgb skewing image

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();

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