C# Creating PixelFormat.Format32bppArgb skewing image - c#

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();

Related

Extract area from bitmap results in AccessViolationException when using Marshal.Copy

I am trying to extract a specific area from a bitmap for further processing. In rare cases an error occurs when Marshal.Copy is called. This can be reproduced with the following example code:
Bitmap bitmap = new Bitmap(1741, 2141, PixelFormat.Format1bppIndexed);
int zoneWidth = 50;
int zoneHeight = 50;
int x = 168;
int y = bitmap.Height - zoneHeight;
Rectangle zone = new Rectangle(x, y, zoneWidth, zoneHeight);
BitmapData bitmapData = bitmap.LockBits(zone, ImageLockMode.ReadOnly, bitmap.PixelFormat);
int byteCount = Math.Abs(bitmapData.Stride) * bitmapData.Height;
byte[] pixels = new byte[byteCount];
Marshal.Copy(bitmapData.Scan0, pixels, 0, byteCount);
// some further processing
bitmap.UnlockBits(bitmapData);
In other posts I have read that Stride can be negative. That is not the case here.
Why does the error occur and how can I prevent it?
Edit 1:
I have implemented the second suggestion of JonasH. But that also fails with the AccessViolationException. Probably I did not do that correctly.
Bitmap bitmap = new Bitmap(1741, 2141, PixelFormat.Format1bppIndexed);
int zoneWidth = 50;
int zoneHeight = 50;
int zoneX = 168;
int zoneY = bitmap.Height - zoneHeight;
Rectangle zone = new Rectangle(zoneX, zoneY, zoneWidth, zoneHeight);
BitmapData bitmapData = bitmap.LockBits(zone, ImageLockMode.ReadOnly, bitmap.PixelFormat);
int rowSize = Math.Abs(bitmapData.Stride);
byte[] pixels = new byte[bitmapData.Height * rowSize];
IntPtr iptr = bitmapData.Scan0;
for (int y = 0; y < bitmapData.Height; y++)
{
Marshal.Copy(IntPtr.Add(iptr, y * rowSize),
pixels,
y * rowSize,
rowSize);
}
bitmap.UnlockBits(bitmapData);
This is probably because you are only locking part of the bitmap. Replace the zone with new Rectangle(0, 0, bitmap.Width , bitmap.Height); and I would expect your problem to disappear.
The alternative would be to restrict the copy-operation to the locked part of the bitmap, but that would require copying row by row and not the entire bitmap at once.
Copying row by row needs careful usage of offsets, you need to keep track of both the horizontal and vertical offsets of both the source and target data. I think something like this should work:
for (int y = 0; y < zoneHeight ; y++)
{
Marshal.Copy(
IntPtr.Add(iptr,(y + zoneY ) * bitmapData.Stride + zoneX)
pixels,
y * zoneWidth,
zoneWidth );
}

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.

Generate 16-bit grayscale BitmapData and save to file

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.

Reducing Bitmap bit-size in C#

I am using C#, and having an image stored in the object Bitmap.
Now I would like to convert this image into 8bit greyscale, then into a 4-bit greyscale image.
Do you have any tips how this can be made?
In the .NET Bitmap formats, there are no such thing as a 8 or 4 bit grayscale image. The supported formats are enumerated by the PixelFormat enumeration. You can, however, create a 4 or 8 bit image by creating a indexed image (8bppIndexed or 4bppIndexed), where each entry in the palette is a greyscale value.
This code takes a Bitmap and creates a copy as a 8bpp indexed image with greyscale values:
public static Bitmap BitmapToGrayscale(Bitmap source)
{
// Create target image.
int width = source.Width;
int height = source.Height;
Bitmap target = new Bitmap(width,height,PixelFormat.Format8bppIndexed);
// Set the palette to discrete shades of gray
ColorPalette palette = target.Palette;
for(int i = 0 ; i < palette.Entries.Length ; i++)
{
palette.Entries[i] = Color.FromArgb(0,i,i,i);
}
target.Palette = palette;
// Lock bits so we have direct access to bitmap data
BitmapData targetData = target.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadWrite, PixelFormat.Format8bppIndexed);
BitmapData sourceData = source.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
unsafe
{
for(int r = 0 ; r < height ; r++)
{
byte* pTarget = (byte*) (targetData.Scan0 + r*targetData.Stride);
byte* pSource = (byte*) (sourceData.Scan0 + r*sourceData.Stride);
for(int c = 0 ; c < width ; c++)
{
byte colorIndex = (byte) (((*pSource)*0.3 + *(pSource + 1)*0.59 + *(pSource + 2)*0.11));
*pTarget = colorIndex;
pTarget++;
pSource += 3;
}
}
}
target.UnlockBits(targetData);
source.UnlockBits(sourceData);
return target;
}
In order to make a 4Bpp image instead, you would need to create the target with PixelFormat.Format4bppIndexed, and then set the ColorPalette to 16 discrete shades of gray. Finally, in the loop you should normalize values 2 be between 0-15 and pack each 2 pixel values into a single byte.
This is the modified code to make a 4bpp greyscale image:
public static Bitmap BitmapToGrayscale4bpp(Bitmap source)
{
// Create target image.
int width = source.Width;
int height = source.Height;
Bitmap target = new Bitmap(width,height,PixelFormat.Format4bppIndexed);
// Set the palette to discrete shades of gray
ColorPalette palette = target.Palette;
for(int i = 0 ; i < palette.Entries.Length ; i++)
{
int cval = 17*i;
palette.Entries[i] = Color.FromArgb(0,cval,cval,cval);
}
target.Palette = palette;
// Lock bits so we have direct access to bitmap data
BitmapData targetData = target.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadWrite, PixelFormat.Format4bppIndexed);
BitmapData sourceData = source.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
unsafe
{
for(int r = 0 ; r < height ; r++)
{
byte* pTarget = (byte*) (targetData.Scan0 + r*targetData.Stride);
byte* pSource = (byte*) (sourceData.Scan0 + r*sourceData.Stride);
byte prevValue = 0;
for(int c = 0 ; c < width ; c++)
{
byte colorIndex = (byte) ((((*pSource)*0.3 + *(pSource + 1)*0.59 + *(pSource + 2)*0.11)) / 16);
if (c % 2 == 0)
prevValue = colorIndex;
else
*(pTarget++) = (byte)(prevValue | colorIndex << 4);
pSource += 3;
}
}
}
target.UnlockBits(targetData);
source.UnlockBits(sourceData);
return target;
}

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