I have a method in c# that the only thing it does its LockBits, and then UnlockBits, and the images(input/output, transformed to byte arrays) are different. The one from output has less 100 and something bytes than the one from the input. This happens only with .jpg files. And checking the files in HxD I came to the understanding that it´s removing a part of the header, the exif signature to be exact. But I don't know how and why.
Does someone know what this is doing?
Here's the code:
public Image Validate (image){
BitmapData original = null;
Bitmap originalBMP = null;
try{
originalBMP = image as Bitmap;
original = originalBMP.LockBits(new Rectangle(0, 0,
originalBMP.Width, originalBMP.Height),
ImageLockMode.ReadWrite,
originalBMP.PixelFormat);
originalBMP.UnlockBits(original);
}catch{}
return image;
}
Calling Bitmap.LockBits() followed by Bitmap.UnlockBits() does nothing.
The behavior you observe is because of loading a JPEG image, and then saving it again. JPEG uses a lossy algorithm. So what happens:
You load the JPEG from disk
The JPEG data gets decoded into individual pixels with color information, i.e. a bitmap
You save the bitmap again in the JPEG format, resulting in a different file than #1
You also potentially lose metadata that was present in the JPEG file in doing so. So yes, the file is different and probably smaller, because every time you do this, you lose some pixel data or metadata.
Lockbits/Unlockbits are used to allow the program to manipulate the image data in memory. Nothing more, nothing less. See also the documentation for those methods.
Use the LockBits method to lock an existing bitmap in system memory so that it can be changed programmatically. You can change the color of an image with the SetPixel method, although the LockBits method offers better performance for large-scale changes.
A Rectangle structure that specifies the portion of the Bitmap to lock.
Example:
private void LockUnlockBitsExample(PaintEventArgs e)
{
// Create a new bitmap.
Bitmap bmp = new Bitmap("c:\\fakePhoto.jpg");
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
System.Drawing.Imaging.BitmapData bmpData =
bmp.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadWrite,
bmp.PixelFormat);
// Get the address of the first line.
IntPtr ptr = bmpData.Scan0;
// Declare an array to hold the bytes of the bitmap.
int bytes = Math.Abs(bmpData.Stride) * bmp.Height;
byte[] rgbValues = new byte[bytes];
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes);
// Set every third value to 255. A 24bpp bitmap will look red.
for (int counter = 2; counter < rgbValues.Length; counter += 3)
rgbValues[counter] = 255;
// Copy the RGB values back to the bitmap
System.Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes);
// Unlock the bits.
bmp.UnlockBits(bmpData);
// Draw the modified image.
e.Graphics.DrawImage(bmp, 0, 150);
}
Related
My Goal:
Display an image, which comes along in rgb565 raw format, in my Windows Forms program. (off topic: the data stems from an OV7670 camera module)
My approach:
First, I create an empty Bitmap. Next, I insert the image data (raw format: rgb565) into the payload section of the empty Bitmap. Finally, I display the modified Bitmap within a PictureBox.
My problem:
Everything works fine, but the testimage is displayed with diagonal stripes instead of vertical stripes (see links below).
Original rgb565 raw image: Original rgb565 raw image
Screenshot of PictureBox (with diagonal stripes): Screenshot of PictureBox
I did manage to display the image by extracting R,G,B and using SetPixel(), but that's too slow for me. That's why I would like to get the code underneath to display the image in the correct way.
My Testimage can be found on dropbox here:
Testimage: Testimage
MemoryStream memoryStream = new MemoryStream(1000000);
// Read raw image into byte array
string imgpath = "rgb565_LSB-first_313x240.raw";
FileStream fs = new FileStream(imgpath, FileMode.Open);
fs.CopyTo(memoryStream);
Byte[] buffer = memoryStream.ToArray();
// Create empty Bitmep and inject byte arrays data into bitmap's data area
Bitmap bmp = new Bitmap(313, 240, PixelFormat.Format16bppRgb565);
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, 313, 240);
BitmapData bmpData = bmp.LockBits(rect, ImageLockMode.ReadWrite,
PixelFormat.Format16bppRgb565);
IntPtr ptrToFirstPixel = bmpData.Scan0;
// Inject the rgb565 data (stored in the buffer array)
Marshal.Copy(buffer, 0, ptrToFirstPixel, buffer.Length);
bmp.UnlockBits(bmpData);
// Diplay Bitmap in my PictureBox
pbImage.Image = bmp;
Expected result: vertical stripes :-)
Actual result: diagonal stripes :-(
After 10 hours poking around in the haystack, I could finally track down
the reason, which was definitly not a banality (at least not to me).
Here it comes:
Bitmap specification requires, to pad row size to a multiple of 4 Bytes!
https://upload.wikimedia.org/wikipedia/commons/c/c4/BMPfileFormat.png
Since my colorbar-testimage had 313 pixel linewidth and because every pixel was encoded rgb565, I got 626 bytes per line.
But 626 is not a multiple of 4. That's why I should have added another 2 "padding bytes" to the end of each line. And that was the reason of my diagonal stripes.
After adding these 2 padding bytes (0x00 0x00), I ended up with an Bitmap Image where the header tells you: this image has a width of 313 pixels, but the real image data consists of 314 pixels per line - it's a bit weird, but that's defined by the spec.
As soon as I modified my Bitmap to comply with this requirement of the specification, the diagonal stripes disappeared and the expected vertical striped turned out of the dark.
Since 99% of all sample code in the internet assumes multiple of 4 linewidth for their images (e.g. imageformats of 320x240 or 680x480), they all do not face my problem - but most of them will, if you feed them rgb565 images with odd number of line-pixels as I had to do.
A few additional lines (marked with "// ***") were sufficient to add the "padding trick".
(The code below is just for explaining purposes, in productive code you might want to add some optimizations)
MemoryStream memoryStream = new MemoryStream(1000000);
// Read raw image into byte array
string imgpath = "rgb565_LSB-first_313x240.raw";
FileStream fs = new FileStream(imgpath, FileMode.Open);
fs.CopyTo(memoryStream);
Byte[] buffer = memoryStream.ToArray();
// Create empty Bitmep and inject byte arrays data into bitmap's data area
Bitmap bmp = new Bitmap(313, 240, PixelFormat.Format16bppRgb565);
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, 313, 240);
BitmapData bmpData = bmp.LockBits(rect, ImageLockMode.ReadWrite, PixelFormat.Format16bppRgb565);
IntPtr ptrToFirstPixel = bmpData.Scan0;
// *** Attention: Bitmap specification requires, to pad row size to a multiple of 4 Bytes
// *** See: https://upload.wikimedia.org/wikipedia/commons/c/c4/BMPfileFormat.png
// *** Solution: Copy buffer[] to buffer2[] and pay attention to padding (!!) at the end of each row
Byte[] buffer2 = new Byte[240 * bmpData.Stride];
for (int y = 0; y < 240; y++)
{
Buffer.BlockCopy(buffer, y * 313 * 2, buffer2, y * bmpData.Stride, 313 * 2);
}
Marshal.Copy(buffer2, 0, ptrToFirstPixel, buffer2.Length); // *** Use padded buffer2 instead of buffer1
bmp.UnlockBits(bmpData);
// Diplay Bitmap in my PictureBox
pbImage.Image = bmp;
I want to copy bytes with Marshall.Copy. My code work, but bytes is strange for me. I think I got indexes, not real bytes. If this compute and saves back, I got different colors in the image with a lot bigger byte size (image size is the same).
Bitmap bmp = new Bitmap(imagepath);
Width = bmp.Width;
Height = bmp.Height;
byte[] data;
BitmapData bdata;
switch (bmp.PixelFormat)
{
case PixelFormat.Format8bppIndexed:
{
data = new byte[Width * Height];
bdata = bmp.LockBits(new Rectangle(0, 0, Width, Height),ImageLockMode.ReadOnly, bmp.PixelFormat);
Marshal.Copy(bdata.Scan0, data, 0, data.Length);
bmp.UnlockBits(bdata);
break;
}
}
Save image from bytes:
BitmapData bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadWrite, bmp.PixelFormat);
IntPtr pNative = bmData.Scan0;
Marshal.Copy(data, 0, pNative, Width * Height);
bmp.UnlockBits(bmData);
bmp.Save("output.gif",ImageFormat.Gif); //without format, have same problem
If I read color from first pixel, I got: Color [A=0, R=0, G=0, B=2]. Is this really color in the input image?
I don't know, why the output is soo different from the input. Where is the problem?
Example from input and output (sorry for small images):
You did not show how you created the second bmp for reloading the bytes. But the PixelFormat is 8bbpIndexed, which means that your data array will contain palette indices instead of direct color information. When you create your second bmp with 8 bit pixel format it will use a default palette, which may be different from the original one.
So you must save the bmp.Palette of the first image, then use it to restore the actual colors of your second bmp instance.
Update: Though you can set the palette entries one by one, it has no effect. Because bmp.Palette is a property. You must set the whole palette instead. Additionally, here is a post with indexed bitmap manipulation (see the ConvertPixelFormat) method.
I’m trying to crop a 24bpp image using memcpy like I read here: cropping an area from BitmapData with C#. The problem I’m having is that it only works when my sourceImage is 32bpp. It gives me a corrupt image when my sourceImage is 24bpp.
class Program
{
[DllImport("msvcrt.dll", CallingConvention = CallingConvention.Cdecl)]
static unsafe extern int memcpy(byte* dest, byte* src, long count);
static void Main(string[] args)
{
var image = new Bitmap(#"C:\Users\Vincent\Desktop\CroppedScaledBitmaps\adsadas.png");
//Creates a 32bpp image - Will work eventhough I treat it as a 24bpp image in the CropBitmap method...
//Bitmap newBitmap = new Bitmap(image);
//Creates a 24bpp image - Will produce a corrupt cropped bitmap
Bitmap newBitmap = (Bitmap)image.Clone();
var croppedBitmap = CropBitmap(newBitmap, new Rectangle(0, 0, 150, 150));
croppedBitmap.Save(#"C:\Users\Vincent\Desktop\CroppedScaledBitmaps\PieceOfShit.png", ImageFormat.Png);
Console.ReadLine();
}
static public Bitmap CropBitmap(Bitmap sourceImage, Rectangle rectangle)
{
Console.WriteLine("Bits per pixel of sourceImage: {0}", Image.GetPixelFormatSize(sourceImage.PixelFormat));
var sourceBitmapdata = sourceImage.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
var croppedImage = new Bitmap(rectangle.Width, rectangle.Height, PixelFormat.Format24bppRgb);
var croppedBitmapData = croppedImage.LockBits(new Rectangle(0, 0, rectangle.Width, rectangle.Height), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
unsafe
{
byte* sourceImagePointer = (byte*)sourceBitmapdata.Scan0.ToPointer();
byte* croppedImagePointer = (byte*)croppedBitmapData.Scan0.ToPointer();
memcpy(croppedImagePointer, sourceImagePointer, croppedBitmapData.Stride * rectangle.Height);
}
sourceImage.UnlockBits(sourceBitmapdata);
croppedImage.UnlockBits(croppedBitmapData);
return croppedImage;
}
}
I’m very confused, because the only thing I’m changing is the sourceImage PixelFormat, not any of the code in the CropBitmap method. So I always call LockBits using 24bpp Pixelformat, even if the sourceImage is 32bpp.
I’ve tried different methods of calculating the number of bytes I’m copying but everything resulted in more or less the same corrupted image.
Any help is appreciated!
You are trying to copy the data as if it was one continuous block, but it isn't.
The image data is arranged in scan lines, but as you are selecting a part of the image, you don't want all the data from each scan line, you only want the data that represents the pixels that you have selected. A scan line contains the data for the pixels that you specified when you called LockBits, but also data for the pixels outside that area.
The Stride value is the difference in memory address from one scan line to the next. The Stride value may also include padding between the scan lines. Note also that the Stride value can be negative, which happens when the image data is stored upside down in memory.
You want to copy the relevant data from one line of the source image to the line in the destination image. As there can be gaps both in the source data and destination data, you can't copy the data as a single chunk of data.
You would need to loop through the lines and copy each line separately, I haven't tested this code, but something like this:
byte* sourceImagePointer = (byte*)sourceBitmapdata.Scan0.ToPointer();
byte* croppedImagePointer = (byte*)croppedBitmapData.Scan0.ToPointer();
int width = rectange.Width * 3; // for 24 bpp pixel data
for (int y = 0; y < rectangle.Height; y++) {
memcpy(croppedImagePointer, sourceImagePointer, width);
sourceImagePointer += sourceBitmapdata.Stride;
croppedImagePointer += croppedBitmapData.Stride;
}
I'm coding a live control/remote desktop solution using DFMirage's free mirror driver. There is a C# sample on how to interface and control the mirror driver here. You would need the mirror driver installed first, of course, here. So, the concept is, the client (helper) requests a screen update, and the server (victim) sends one, using raw pixel encoding. The concept of a mirror driver eliminates the need to expensively poll for screen changes, because a mirror driver is notified of all screen drawing operations in real-time. The mirror driver receives the location and size of the update rectangle, and can simply query memory for the new pixel bytes and send them.
Should be easy, except that I don't know how to do that part where we query memory for the new pixel bytes. The sample shows how to query memory to grab the pixels of the entire screen using something with raw bitmap data and scan lines and stride and all that good stuff:
Bitmap result = new Bitmap(_bitmapWidth, _bitmapHeight, format);
Rectangle rect = new Rectangle(0, 0, _bitmapWidth, _bitmapHeight);
BitmapData bmpData = result.LockBits(rect, ImageLockMode.WriteOnly, format);
// Get the address of the first line.
IntPtr ptr = bmpData.Scan0;
// Declare an array to hold the bytes of the bitmap.
int bytes = bmpData.Stride * _bitmapHeight;
var getChangesBuffer = (GetChangesBuffer)Marshal
.PtrToStructure(_getChangesBuffer, typeof (GetChangesBuffer));
var data = new byte[bytes];
Marshal.Copy(getChangesBuffer.UserBuffer, data, 0, bytes);
// Copy the RGB values into the bitmap.
Marshal.Copy(data, 0, ptr, bytes);
result.UnlockBits(bmpData);
return result;
This is great and works fine. The resulting Bitmap object now has the pixels of the entire screen. But if I wanted to just extract a rectangle of pixel data instead of getting the pixel data from the whole screen, how would I be able to do that? I guess this is more of a rawbitmap-scan-stride question, but I typed all of this so you might know where this is coming from. So any insight on how to get just a portion of pixel data instead of the entire screen's pixel data?
Update: Found something interesting (code portion only).
Here's a function to copy a rectangular area from some source image buffer to a Bitmap:
private static Bitmap ExtractImageRectangle(byte[] sourceBuffer, int sourceStride, PixelFormat sourcePixelFormat, Rectangle rectangle)
{
Bitmap result = new Bitmap(rectangle.Width, rectangle.Height, sourcePixelFormat);
BitmapData resultData = result.LockBits(new Rectangle(0, 0, result.Width, result.Height), ImageLockMode.WriteOnly, result.PixelFormat);
int bytesPerPixel = GetBytesPerPixel(sourcePixelFormat); // Left as an exercise for the reader
try
{
// Bounds checking omitted for brevity
for (int rowIndex = 0; rowIndex < rectangle.Height; ++rowIndex)
{
// The address of the start of this row in the destination image
IntPtr destinationLineStart = resultData.Scan0 + resultData.Stride * rowIndex;
// The index at which the current row of our rectangle starts in the source image
int sourceIndex = sourceStride * (rowIndex + rectangle.Top) + rectangle.Left * bytesPerPixel;
// Copy the row from the source to the destination
Marshal.Copy(sourceBuffer, sourceIndex, destinationLineStart, rectangle.Width * bytesPerPixel);
}
}
finally
{
result.UnlockBits(resultData);
}
return result;
}
You could then use it like this:
Rectangle roi = new Rectangle(100, 150, 200, 250);
Bitmap result = ExtractImageRectangle(getChangesBuffer.UserBuffer, getChangesBuffer.Stride, getChangesBuffer.PixelFormat, roi);
This assumes that GetChangesBuffer has properties for the stride and pixelformat of the source image buffer. It most likely hasn't, but you should have some means to determine the stride and pixel format of your input image. In your example you are assuming the stride of the input image is equal to the stride of your output image, which is a tricky assumption.
I have a memory buffer corresponding to my screen resolution (1280x800 at 24-bits-per-pixel) that contains my screen contents at 24bpp. I want to convert this to 8-bpp (ie. Halftone color palette in Windows).
I currently do this:
1. Use CreateDIBSection to allocate a new 1280x800 24-bpp buffer and access it as a DC, as well as a plain memory buffer
2. Use memcpy to copy from my original buffer to this new buffer from step 1
3. Use BitBlt to let GDI perform the color conversion
I want to avoid the extra memcpy of step 2. To do this, I can think of two approaches:
a. Wrap my original mem buf in a DC to perform BitBlt directly from it
b. Write my own 24-bpp to 8-bpp color conversion. I can't find any info on how Windows implements this halftone color conversion. Besides even if I find out, I won't be using the accelerated features of GDI that BitBlt has access to.
So how do I do either (a) or (b)?
thanks!
OK, to address the two parts of the problem.
the following code shows how to get at the pixels inside of a bitmap, change them and put them back into the bitmap. You could always generate a dummy bitmap of the correct size and format, open it up, copy over your data and you then have a bitmap object with your data:
private void LockUnlockBitsExample(PaintEventArgs e)
{
// Create a new bitmap.
Bitmap bmp = new Bitmap("c:\\fakePhoto.jpg");
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
System.Drawing.Imaging.BitmapData bmpData =
bmp.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadWrite,
bmp.PixelFormat);
// Get the address of the first line.
IntPtr ptr = bmpData.Scan0;
// Declare an array to hold the bytes of the bitmap.
int bytes = bmpData.Stride * bmp.Height;
byte[] rgbValues = new byte[bytes];
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes);
// Set every third value to 255. A 24bpp bitmap will look red.
for (int counter = 2; counter < rgbValues.Length; counter += 3)
rgbValues[counter] = 255;
// Copy the RGB values back to the bitmap
System.Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes);
// Unlock the bits.
bmp.UnlockBits(bmpData);
// Draw the modified image.
e.Graphics.DrawImage(bmp, 0, 150);
}
To convert the contents to 8bpp you'll want to use the System.Drawing.Imaging.ColorMatrix class. I don't have at hand the correct matrix values for half-tone, but this example grayscales and adjustment of the values should give you an idea of the effect:
Graphics g = e.Graphics;
Bitmap bmp = new Bitmap("sample.jpg");
g.FillRectangle(Brushes.White, this.ClientRectangle);
// Create a color matrix
// The value 0.6 in row 4, column 4 specifies the alpha value
float[][] matrixItems = {
new float[] {1, 0, 0, 0, 0},
new float[] {0, 1, 0, 0, 0},
new float[] {0, 0, 1, 0, 0},
new float[] {0, 0, 0, 0.6f, 0},
new float[] {0, 0, 0, 0, 1}};
ColorMatrix colorMatrix = new ColorMatrix(matrixItems);
// Create an ImageAttributes object and set its color matrix
ImageAttributes imageAtt = new ImageAttributes();
imageAtt.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
// Now draw the semitransparent bitmap image.
g.DrawImage(bmp, this.ClientRectangle, 0.0f, 0.0f, bmp.Width, bmp.Height,
GraphicsUnit.Pixel, imageAtt);
imageAtt.Dispose();
I shall try and update later with the matrix values for half-tone, it's likely to be lots 0.5 or 0.333 values in there!
Use CreateDIBitmap rather than CreateDIBSection.
If you want to eliminate the copy (step 2), just use CreateDIBSection to create your original memory buffer in the first place. Then you can just create a compatible DC for that bitmap and use it as the source for the BitBlt operation.
I.e. there is no need to copy the memory from a "plain memory" buffer to a CreateDIBSection bitmap prior to blitting if you use a CreateDIBSection bitmap instead of a "plain memory" buffer in the first place.
After all, a buffer allocated using CreateDIBSection is essentially just a "plain memory" buffer that is compatible with CreateCompatibleDC, which is what you are looking for.
How did you get the screen contents into this 24bpp memory buffer in the first place?
The obvious route to avoiding a needless memcpy is to subvert the original screengrab by creating the 24bpp DIBSection first, and passing it to the screengrab function as the destination buffer.
If thats not possible, you can still try and coerce GDI into doing the hard lifting by creating a BITMAPINFOHEADER describing the format of the memory buffer, and just call StretchDIBits to blit it onto your 8bpp DIBSection.