Image is not drawn at the correct spot - c#

Bitmap image = ReadBitmap("image.png");
Bitmap imageCopy = new Bitmap(image);
Bitmap canvas = new Bitmap(imageCopy.Width+100, imageCopy.Height);
// From this bitmap, the graphics can be obtained, because it has the right PixelFormat
using(Graphics g = Graphics.FromImage(canvas))
{
// Draw the original bitmap onto the graphics of the new bitmap
g.DrawImage(image, 0, 0);
}
// Use tempBitmap as you would have used originalBmp
InputPictureBox.Image = image;
OutputPictureBox.Image = canvas;
I haven't understood the output of this c# code.
The original image is not placed at the correct position. It should have been at (0, 0).
Also, I need a black background.
So, what is going on and how to correct this?

You are loading an Image, then a copy of this source is created using:
Bitmap bitmap = new Bitmap();
When you create a copy of an Image this way, you sacrifice/alter some details:
Dpi Resolution: if not otherwise specified, the resolution is set to the UI resolution. 96 Dpi, as a standard; it might be different with different screen resolutions and scaling. The System in use also affects this value (Windows 7 and Windows 10 will probably/possibly provide different values)
PixelFormat: If not directly copied from the Image source or explicitly specified, the PixelFormat is set to PixelFormat.Format32bppArgb.
From what you were saying, you probably wanted something like this:
var imageSource = Image.FromStream(new MemoryStream(File.ReadAllBytes(#"[SomeImageOfLena]"))), true, false)
var imageCopy = new Bitmap(imageSource.Width + 100, imageSource.Height, imageSource.PixelFormat))
imageCopy.SetResolution(imageSource.HorizontalResolution, imageSource.VerticalResolution);
using (var g = Graphics.FromImage(imageCopy)) {
g.Clear(Color.Black);
g.CompositingMode = CompositingMode.SourceCopy;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.DrawImage(imageSource, (imageCopy.Width - imageSource.Width) / 2, 0);
pictureBox1.Image?.Dispose();
pictureBox2.Image?.Dispose();
pictureBox1.Image = imageSource;
pictureBox2.Image = imageCopy;
}
This is the result:
(The upper/lower frame black color is actually the Picturebox background color)
When the original Image Dpi Resolution is different from the base Dpi Resolution used when creating an Image copy with new Bitmap(), your results may be different from what is expected.
This is what happens with a source Image of 150, 96 and 72 Dpi in the same scenario:
Another important detail is the IDisposable nature of the Image object.
When you create one, you have to Dispose() of it; explicitly, calling the Dispose method, or implicitly, enclosing the Image contructor in a Using statement.
Also, possibly, don't assign an Image object directly loaded from a FileStream.
GDI+ will lock the file, and you will not be able to copy, move or delete it.
With the file, all resources tied to the Images will also be locked.
Make a copy with new Bitmap() (if you don't care of the above mentioned details), or with Image.Clone(), which will preserve the Image Dpi Resolution and PixelFormat.

I am not completely clear on what you are actually needing to do. But anyway, here is a WPF-friendly example of how to draw an image at a specific position inside another image.
Note if all you want to do is display the image in different size and/or put a black border around it, there are much simpler ways to do simply that, without having to create a second image, such as just laying out the image inside a panel that already has the border style you want.
Notice that I am using classes from the System.Windows.Media namespace because that is what WPF uses. These don't mix easily with the older classes from System.Drawing namespace (some of the class names conflict, and Microsoft's .Net framework lacks built-in methods for converting objects between those types), so normally one needs to simply decide whether to use one or the other sets of drawing tools. I assume you have been trying to use System.Drawing. Each has its own pros and cons that would take too long to explain here.
// using System.Windows.Media;
// using System.Windows.Media.Imaging;
private void DrawTwoImages()
{
// For InputPictureBox
var file = new Uri("C:\\image.png");
var inputImage = new BitmapImage(file);
// If your image is stored in a Resource Dictionary, instead use:
// var inputImage = (BitmapImage) Resources["image.png"];
InputPicture.Source = inputImage;
// imageCopy isn't actually needed for this example.
// But since you had it in yours, here is how it's done, anyway.
var imageCopy = inputImage.Clone();
// Parameters for setting up our output picture
int leftMargin = 50;
int topMargin = 5;
int rightMargin = 50;
int bottomMargin = 5;
int width = inputImage.PixelWidth + leftMargin + rightMargin;
int height = inputImage.PixelHeight + topMargin + bottomMargin;
var backgroundColor = Brushes.Black;
var borderColor = (Pen) null;
// Use a DrawingVisual and DrawingContext for drawing
DrawingVisual dv = new DrawingVisual();
using (DrawingContext dc = dv.RenderOpen())
{
// Draw the black background
dc.DrawRectangle(backgroundColor, borderColor, new Rect(0, 0, width, height));
// Copy input image onto output image at desired position
dc.DrawImage(inputImage, new Rect(leftMargin, topMargin,
inputImage.PixelWidth, inputImage.PixelHeight));
}
// For displaying output image
var rtb = new RenderTargetBitmap( width, height, 96, 96, PixelFormats.Pbgra32 );
rtb.Render(dv);
OutputPicture.Source = rtb;
}

Related

Graphics is blank when trying to turn anti-aliasing off for a bitmap (C#)

What I'm trying to do:
Since in my bitmaps there are some unwanted white edges around the picture that result from anti-aliasing as pointed out from another user from stackoverflow.
I'm trying to convert an image that's inputted into a bitmap, convert bitmap into a Graphics object so that I can set the Smooth Mode to none, and then finally convert that Graphics object to a bitmap so that it can be copied by the user after setting it to the clipboard. I'm not sure if this is a good way of getting rid anti-aliasing in bitmaps but I'm definitely interested in improvements and suggestions.
The issue I'm facing:
The result of the image after is completely blank and does not contain any of the pixels that are previously found in the original bitmap. Here's the result:
This issue applies to all pictures no matter what their format is.
My code:
public PicGen(PictureBox pictureBox)
{
Clipboard.Clear();
Bitmap firstImage = new(pictureBox.Image, pictureBox.Width, pictureBox.Height);
RectangleF cloneRect = new RectangleF(0, 0, firstImage.Width, firstImage.Height);
System.Drawing.Imaging.PixelFormat format = firstImage.PixelFormat;
Bitmap cloneBitmap = firstImage.Clone(cloneRect, format);
Graphics AntiARemover = Graphics.FromImage(cloneBitmap);
AntiARemover.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
Bitmap finalImg = new(52, 52, AntiARemover);
Clipboard.SetImage(finalImg);
Color backColorBottom = firstImage.GetPixel(0, 0);
firstImage.ReplaceColor(backColorBottom, Color.FromArgb(54, 57, 63));
Bitmap finalImg = new(52, 52, AntiARemover);
From the documentation for this bitmap constructor:
The new Bitmap that this method creates takes its horizontal and vertical resolution from the DpiX and DpiY properties of g, respectively.
If you want create a new image with the content from another you need to call one of the DrawImage methods. You should also dispose your graphics object, and any temporary bitmaps you may use.
using var finalImg = new Bitmap(52,52);
using var graphics = Graphics.FromImage(finalImg);
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
graphics.DrawImage(cloneBitmap)
However, edge artifacts typically occur when combining two images using an alpha channel, see Premultiplied alpha. In your example I can only see one input image, so I'm really not sure what it is you are actually trying to do. If you need to convert to premultiplied alpha you can use the following code to convert the color for each pixel
premultiplied.R = (byte)(straight.R * straight.A / 255);
premultiplied.G = (byte)(straight.G * straight.A / 255);
premultiplied.B = (byte)(straight.B * straight.A / 255);
premultiplied.A = straight.A;

C# Image GPS location property disappears after resizing image [duplicate]

Yes yes... I've seen other posts related to this issue, and yes... I've googled about it.
But so far, I was not able to get to the result I need.
I'm loading a large image taken in 300 dpi, and I need to resize it.
I know... I know... dpi is relative and doesn't really matter... what matters are the dimensions in pixels:
DPI is essentially the number of pixels that correspond to an inch when the image is printed not when it is viewed on a screen. Therefore by increasing the DPI of the image, you do not increase the size of the image on the screen. You only increase the quality of print.
Even though the DPI information stored in the EXIF of an image is somewhat useless, it is causing me problems.
The image I'm resizing is losing the original exif information, including the horizontal and vertical resolution (dpi), and thus it is saving with a default of 96 dpi. Possible reason to this is that only JPEG and another format can hold metadata information.
The end image result is should look like this: 275x375 at 300dpi
Instead is looking like this: 275x375 at 96dpi
You can argue that they are they same, and I agree, but we have a corel draw script that used to load these images, and since this dpi information is different, it places it in different sizes on the document.
Here's what I'm using for resizing:
public System.Drawing.Bitmap ResizeImage(System.Drawing.Image image, int width, int height)
{
Bitmap result = new Bitmap(width, height);
// set the resolutions the same to avoid cropping due to resolution differences
result.SetResolution(image.HorizontalResolution, image.VerticalResolution);
//use a graphics object to draw the resized image into the bitmap
using (Graphics graphics = Graphics.FromImage(result))
{
//set the resize quality modes to high quality
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High;
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
//draw the image into the target bitmap
graphics.DrawImage(image, 0, 0, result.Width, result.Height);
}
//return the resulting bitmap
return result;
}
That does the work very well, but loses the EXIF information.
Setting the SetResolution to SetResolution(300, 300) does not work!
I looked at reading and changing the EXIF information of an image, and I've tried:
public void setImageDpi(string Filename, string NewRes)
{
Image Pic;
PropertyItem[] PropertyItems;
byte[] bDescription = new Byte[NewRes.Length];
int i;
string FilenameTemp;
System.Drawing.Imaging.Encoder Enc = System.Drawing.Imaging.Encoder.Transformation;
EncoderParameters EncParms = new EncoderParameters(1);
EncoderParameter EncParm;
ImageCodecInfo CodecInfo = GetEncoderInfo("image/jpeg");
// copy description into byte array
for (i = 0; i < NewRes.Length; i++) bDescription[i] = (byte)NewRes[i];
// load the image to change
Pic = Image.FromFile(Filename);
foreach (PropertyItem item in Pic.PropertyItems)
{
if (item.Id == 282 || item.Id == 283)
{
PropertyItem myProperty = item;
myProperty.Value = bDescription;
myProperty.Type = 2;
myProperty.Len = NewRes.Length;
Pic.SetPropertyItem(item);
Console.WriteLine(item.Type);
}
}
// we cannot store in the same image, so use a temporary image instead
FilenameTemp = Filename + ".temp";
// for lossless rewriting must rotate the image by 90 degrees!
EncParm = new EncoderParameter(Enc, (long)EncoderValue.TransformRotate90);
EncParms.Param[0] = EncParm;
// now write the rotated image with new description
Pic.Save(FilenameTemp, CodecInfo, EncParms);
// for computers with low memory and large pictures: release memory now
Pic.Dispose();
Pic = null;
GC.Collect();
// delete the original file, will be replaced later
System.IO.File.Delete(Filename);
// now must rotate back the written picture
Pic = Image.FromFile(FilenameTemp);
EncParm = new EncoderParameter(Enc, (long)EncoderValue.TransformRotate270);
EncParms.Param[0] = EncParm;
Pic.Save(Filename, CodecInfo, EncParms);
// release memory now
Pic.Dispose();
Pic = null;
GC.Collect();
// delete the temporary picture
System.IO.File.Delete(FilenameTemp);
}
That didn't work either.
I tried looking and changing the EXIF information for DPI (282 and 283) later in the process as such:
Encoding _Encoding = Encoding.UTF8;
Image theImage = Image.FromFile("somepath");
PropertyItem propItem282 = theImage.GetPropertyItem(282);
propItem282.Value = _Encoding.GetBytes("300" + '\0');
theImage.SetPropertyItem(propItem282);
PropertyItem propItem283 = theImage.GetPropertyItem(283);
propItem283.Value = _Encoding.GetBytes("300" + '\0');
theImage.SetPropertyItem(propItem283);
theImage.Save("somepath");
But the program crashes saying that Property Cannot be Found.
If the property doesn't exist, apparently I can't add it:
A PropertyItem is not intended to be used as a stand-alone object. A PropertyItem object is intended to be used by classes that are derived from Image. A PropertyItem object is used to retrieve and to change the metadata of existing image files, not to create the metadata. Therefore, the PropertyItem class does not have a defined Public constructor, and you cannot create an instance of a PropertyItem object.
I'm stuck... all I need is a resized image with a dpi set to 300, it shouldn't be so hard.
Any help much appreciated. Thanks
The following code worked for me:
const string InputFileName = "test_input.jpg";
const string OutputFileName = "test_output.jpg";
var newSize = new Size(640, 480);
using (var bmpInput = Image.FromFile(InputFileName))
{
using (var bmpOutput = new Bitmap(bmpInput, newSize))
{
foreach (var id in bmpInput.PropertyIdList)
bmpOutput.SetPropertyItem(bmpInput.GetPropertyItem(id));
bmpOutput.SetResolution(300.0f, 300.0f);
bmpOutput.Save(OutputFileName, ImageFormat.Jpeg);
}
}
When I inspect the output file I can see EXIF data and the DPI has been changed to 300.

Position and size of combined images inside a new Bitmap

I'm trying to combine two semi-transparent PNG images and display the result in a pictureBox1 which has its SizeMode property set to Zoom:
pictureBox1.Image = Image.FromFile(imgPath + "/myImg1.png");
If I directly display a single image, it is in the center and the existing borders are respected (as shown on the right side of example image below), but if I combines these two images - of the same size:
private void button2_Click(object sender, EventArgs e)
{
source1 = (Bitmap)Image.FromFile(imgPath + "/myImg1.png");
source2 = (Bitmap)Image.FromFile(imgPath + "/myImg2.png");
var target = new Bitmap(source1.Width, source1.Height, PixelFormat.Format32bppArgb);
var graphics = Graphics.FromImage(target);
graphics.CompositingMode = CompositingMode.SourceOver;
graphics.DrawImage(source1, 0, 0);
graphics.DrawImage(source2, 0, 0);
pictureBox1.Image = target;
}
the actual result shows the two images cropped and not centered (as shown on left side):
I'm trying to figure out how control the position and size of the two combined images, so they're drawn as shown in the image on the right.
The problem:
The OP is trying to center two images, of the same size in this case, inside a new Bitmap container. The size of the destination Bitmap is set to the size of one of the source images. The new Bitmap should be presented in a PictureBox. The control's SizeMode property is set to SizeMode.Zoom.
The unexpected result is shown in the image on the left, the expected result on the right:
What happens:
The destination Bitmap is sized as one of the source images, both of the same size.
The two source images are then drawn an Point(0, 0) in the new container.
It's expected - since the two semi-transparent images have the same size - that both will be drawn in the original position. The source images instead seem to be enlarged and moved towards the bottom-right corner of the new container.
It doesn't seem to be, this is exactly what happens.
The two source Images have a DPI descriptor set to ~72 DPI.
A standard PC screen has a resolution of at least 96 DPI.
When a new Bitmap is created as:
var newImage = new Bitmap(source1.Width, source1.Height, PixelFormat.Format32bppArgb);
the resolution of the new Bitmap is set to the screen resolution, hence at least 96 DPI.
An image loaded using this method:
var image = Image.FromFile([Image Path]);
is created using the original DPI descriptor and pixel format.
When a 72 DPI image is draw in a 96 DPI container, the different resolution is taken into consideration: the lower resolution image is enlarged.
As a result, the two 72 DPI images, draw inside a 96 DPI container of the same size, are not centered anymore, but it appears they're moved down and to the right (thus also clipped).
See also: Image is not drawn at the correct spot
How to solve:
When processing images of - quite possibly - different resolutions, pixel format and size, it's preferable to create a copy of the source images and work with new containers that have the same definition.
So, we can copy the source images to a standard 32Bit ARGB Bitmap (default format, hardware-aligned), setting the resolution to the current screen resolution or specifying a different resolution for specific uses (for printing, for example).
Or a value that a User can specify.
As mentioned, when a new Bitmap container is created as:
var bitmap = new Bitmap([width], [height]);
the .Net implementation generates a Bitmap with PixelFormat.Format32bppArgb and resolution set to what the Application thinks is the screen DPI. The value returned by Control.DeviceDpi.
A non DpiAware application will most often think it's 96 DPI.
We can nonetheless specify the image resolution using the Bitmap.SetResolution() method (float values, the DPI is always expressed in floating point values).
This Bitmap constructor:
var bitmap = new Bitmap([Stream], true, false))
generates a Format32bppArgb Bitmap, loads the ICM settings (Color Definition) - if any - and skips the validation of the original Bitmap (often used when a lot of image files are read from disk, it's quite faster. Skipping the ICM mapping is also faster, but can produce wrong colors).
We should also suppose that the two images to center inside the new container, may not have the same exact size (or not the same size at all).
Hence we need a new Bitmap that can contain both images, evaluating the maximum dimension of both.
All considered, the original code can be changed as described in the CenterImages() method.
The PictureBox Image can be then set as:
string image1Path = Path.Combine(imgPath, "myImg1.png");
string image2Path = Path.Combine(imgPath, "myImg2.png");
pictureBox1.Image?.Dispose();
pictureBox1.Image = CenterImages(image1Path, image2Path);
to generate a new combined Bitmap using a default 96 DPI resolution. Or as:
pictureBox1.Image?.Dispose();
pictureBox1.Image = CenterImages(image1Path, image2Path, 300.0f);
to generate a new Bitmap with a resolution of 300 DPI.
private Bitmap CenterImages(string sourcePath1, string sourcePath2, float dpi = 96.0f)
{
using (var image1 = new Bitmap(Image.FromStream(
new MemoryStream(File.ReadAllBytes(sourcePath1)), true, false)))
using (var image2 = new Bitmap(Image.FromStream(
new MemoryStream(File.ReadAllBytes(sourcePath2)), true, false))) {
image1.SetResolution(dpi, dpi);
image2.SetResolution(dpi, dpi);
var rect = new Rectangle(0, 0,
Math.Max(image1.Width, image2.Width), Math.Max(image1.Height, image2.Height));
var combinedImage = new Bitmap(rect.Width, rect.Height);
combinedImage.SetResolution(dpi, dpi);
using (var graphics = Graphics.FromImage(combinedImage)) {
graphics.DrawImage(image1, (rect.Width - image1.Width) / 2, (rect.Height - image1.Height) / 2);
graphics.DrawImage(image2, (rect.Width - image2.Width) / 2, (rect.Height - image2.Height) / 2);
}
return combinedImage;
}
}

C# GDI+ ScaleTransform ok on picturebox but image saved is original

Hi I have the issue that when I use ScaleTransform(zoomFactor,zoomFactor) the image saved on disk is the original version always, while on screen in the picturebox the image is distorted in proportion to the zoomFactor.
Why this could be happening ? Shouldn't I have the final result as applied from e.Graphics on disk written image ?
My code is the following which is a version with matrix. but the instead of matrix I have used the ScaleTransform as well. Result is always the same:
g=e.Graphics;//inside picturebox_paint()
g.ScaleTransform(ratio * zoomFac, ratio * zoomFac);
e.Graphics.DrawImage((Bitmap)bmp, 0, 0);
int seed = Convert.ToInt32(Regex.Match(Guid.NewGuid().ToString(), #"\d+").Value);
String destinationFile = #"C:\tmp\photoid\" + new Random(seed).Next() + "_conv.jpg";
//Here I get always the original image back!!!!
bmp.Save(destinationFile);
I have used as well the following idiom but with same results:
//Matrix matrix = new Matrix();
//matrix.Scale(zoomFac, zoomFac);
//e.Graphics.Transform = matrix;
You need to make the PictureBox draw the things it shows on screen into a new Bitmap, which you then can save!
As it is the Image will be saved in the original form and nothing you did in the Paint event, which actually painst onto the surface of the PictureBox will be saved.
So to save everything, i.e. The Image, possibly a BackgroundImage and all you draw in the Paint event you would call DrawToBitmap somehwere.
Somewhere means somewhere else, not in the Paint event, as it will call the Paint event to create the new Bitmap, causing an endless loop..
To call it you would do something like this:
Bitmap bmpSave = new Bitmap(pictureBox1.ClientSize.Width, pictureBox1.ClientSize.Height);
pictureBox1.DrawToBitmap(bmpSave, pictureBox1.ClientRectangle);
But maybe this is not really what you want? Maybe you actually want to modify the Image? In that case do not use the Paint event at all!
Instead do something like this:
Bitmap bmpSave = new Bitmap(yourNewWidth, yourNewHeight);
using (Graphics g = Graphics.FromImage(bmpSave))
{
g.ScaleTransform(ratio * zoomFac, ratio * zoomFac);
g.DrawImage((Bitmap)pictureBox1.Image, 0, 0); //
pictureBox1.Image = bmpSave;
bmpSave.Save(...);
}
You could call this from somewhere where the scaling is being triggered from.
Note that doing the scaling repeatedly and each time from the previoulsy scaled version will degrade the quality rather fast. For this always scale from a saved version of the original!!
Btw: Using a Matrix for scaling doesn't really make a difference over ScaleTransform.
But if you want to do a direct scaling why not use the DrawImage overload which takes two Rectangles? This is the most common solution if all you want to to scale and maybe draw other stuff additionally..:
int newWidth = 100; int newHeight = 100; string yourFileName = "D:\\xyz123.jpg";
Bitmap bmpSave = new Bitmap(pictureBox1.ClientSize.Width, pictureBox1.ClientSize.Height);
Rectangle newRectangle = new Rectangle(0, 0, newWidth, newHeight);
Rectangle oldRectangle = new Rectangle(Point.Empty, pictureBox1.Image.Size);
using (Graphics g = Graphics.FromImage(bmpSave))
{
g.DrawImage((Bitmap)pictureBox1.Image, newRectangle, oldRectangle, GraphicsUnit.Pixel);
bmpSave.Save(yourFileName, ImageFormat.Jpeg);
}
And there there is the scaling Bitmap constructor:
Bitmap bmp = new Bitmap(pictureBox1.Image, newWidth, newHeight);
Which I would recommend if all you want is to scale the Image. As the other solutions it will not change the Image displayed until you assign it back into the PictureBox..:
pictureBox1.Image = bmp ;
Don't forget to dispose of the old Image..
Been a while since I messed with GDI but I think you need to copy back to the Bitmap here.
g.DrawImage(bmp, scaledwidth, scaledheight);
Try something like that before bmp.Save
Edit
Apologies for not seeing that you were copying back to the bitmap. Perhaps the overload which specifies the output rectangle is what you need. Try a DrawImage overload which has the destination Rect. https://msdn.microsoft.com/en-us/library/ms142040(v=vs.110).aspx

C# Image Resizing - Losing EXIF

Yes yes... I've seen other posts related to this issue, and yes... I've googled about it.
But so far, I was not able to get to the result I need.
I'm loading a large image taken in 300 dpi, and I need to resize it.
I know... I know... dpi is relative and doesn't really matter... what matters are the dimensions in pixels:
DPI is essentially the number of pixels that correspond to an inch when the image is printed not when it is viewed on a screen. Therefore by increasing the DPI of the image, you do not increase the size of the image on the screen. You only increase the quality of print.
Even though the DPI information stored in the EXIF of an image is somewhat useless, it is causing me problems.
The image I'm resizing is losing the original exif information, including the horizontal and vertical resolution (dpi), and thus it is saving with a default of 96 dpi. Possible reason to this is that only JPEG and another format can hold metadata information.
The end image result is should look like this: 275x375 at 300dpi
Instead is looking like this: 275x375 at 96dpi
You can argue that they are they same, and I agree, but we have a corel draw script that used to load these images, and since this dpi information is different, it places it in different sizes on the document.
Here's what I'm using for resizing:
public System.Drawing.Bitmap ResizeImage(System.Drawing.Image image, int width, int height)
{
Bitmap result = new Bitmap(width, height);
// set the resolutions the same to avoid cropping due to resolution differences
result.SetResolution(image.HorizontalResolution, image.VerticalResolution);
//use a graphics object to draw the resized image into the bitmap
using (Graphics graphics = Graphics.FromImage(result))
{
//set the resize quality modes to high quality
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High;
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
//draw the image into the target bitmap
graphics.DrawImage(image, 0, 0, result.Width, result.Height);
}
//return the resulting bitmap
return result;
}
That does the work very well, but loses the EXIF information.
Setting the SetResolution to SetResolution(300, 300) does not work!
I looked at reading and changing the EXIF information of an image, and I've tried:
public void setImageDpi(string Filename, string NewRes)
{
Image Pic;
PropertyItem[] PropertyItems;
byte[] bDescription = new Byte[NewRes.Length];
int i;
string FilenameTemp;
System.Drawing.Imaging.Encoder Enc = System.Drawing.Imaging.Encoder.Transformation;
EncoderParameters EncParms = new EncoderParameters(1);
EncoderParameter EncParm;
ImageCodecInfo CodecInfo = GetEncoderInfo("image/jpeg");
// copy description into byte array
for (i = 0; i < NewRes.Length; i++) bDescription[i] = (byte)NewRes[i];
// load the image to change
Pic = Image.FromFile(Filename);
foreach (PropertyItem item in Pic.PropertyItems)
{
if (item.Id == 282 || item.Id == 283)
{
PropertyItem myProperty = item;
myProperty.Value = bDescription;
myProperty.Type = 2;
myProperty.Len = NewRes.Length;
Pic.SetPropertyItem(item);
Console.WriteLine(item.Type);
}
}
// we cannot store in the same image, so use a temporary image instead
FilenameTemp = Filename + ".temp";
// for lossless rewriting must rotate the image by 90 degrees!
EncParm = new EncoderParameter(Enc, (long)EncoderValue.TransformRotate90);
EncParms.Param[0] = EncParm;
// now write the rotated image with new description
Pic.Save(FilenameTemp, CodecInfo, EncParms);
// for computers with low memory and large pictures: release memory now
Pic.Dispose();
Pic = null;
GC.Collect();
// delete the original file, will be replaced later
System.IO.File.Delete(Filename);
// now must rotate back the written picture
Pic = Image.FromFile(FilenameTemp);
EncParm = new EncoderParameter(Enc, (long)EncoderValue.TransformRotate270);
EncParms.Param[0] = EncParm;
Pic.Save(Filename, CodecInfo, EncParms);
// release memory now
Pic.Dispose();
Pic = null;
GC.Collect();
// delete the temporary picture
System.IO.File.Delete(FilenameTemp);
}
That didn't work either.
I tried looking and changing the EXIF information for DPI (282 and 283) later in the process as such:
Encoding _Encoding = Encoding.UTF8;
Image theImage = Image.FromFile("somepath");
PropertyItem propItem282 = theImage.GetPropertyItem(282);
propItem282.Value = _Encoding.GetBytes("300" + '\0');
theImage.SetPropertyItem(propItem282);
PropertyItem propItem283 = theImage.GetPropertyItem(283);
propItem283.Value = _Encoding.GetBytes("300" + '\0');
theImage.SetPropertyItem(propItem283);
theImage.Save("somepath");
But the program crashes saying that Property Cannot be Found.
If the property doesn't exist, apparently I can't add it:
A PropertyItem is not intended to be used as a stand-alone object. A PropertyItem object is intended to be used by classes that are derived from Image. A PropertyItem object is used to retrieve and to change the metadata of existing image files, not to create the metadata. Therefore, the PropertyItem class does not have a defined Public constructor, and you cannot create an instance of a PropertyItem object.
I'm stuck... all I need is a resized image with a dpi set to 300, it shouldn't be so hard.
Any help much appreciated. Thanks
The following code worked for me:
const string InputFileName = "test_input.jpg";
const string OutputFileName = "test_output.jpg";
var newSize = new Size(640, 480);
using (var bmpInput = Image.FromFile(InputFileName))
{
using (var bmpOutput = new Bitmap(bmpInput, newSize))
{
foreach (var id in bmpInput.PropertyIdList)
bmpOutput.SetPropertyItem(bmpInput.GetPropertyItem(id));
bmpOutput.SetResolution(300.0f, 300.0f);
bmpOutput.Save(OutputFileName, ImageFormat.Jpeg);
}
}
When I inspect the output file I can see EXIF data and the DPI has been changed to 300.

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