How to calculate the intersection area on BitmapImage composition in WPF? - c#

I am trying to merge two BitmapImage's into one composite image. But some parts are overlaping each other .
var green = new BitmapImage(new Uri(#"C:\temp\green.jpg", UriKind.RelativeOrAbsolute));
var red = new BitmapImage(new Uri(#"C:\temp\red.jpg", UriKind.RelativeOrAbsolute));
var visual = new DrawingVisual();
DrawingImage drawingImageSource;
using (DrawingContext drawingContext = visual.RenderOpen())
{
DrawingGroup imageDrawings = new DrawingGroup();
imageDrawings.Children.Add(new ImageDrawing(red, new Rect(0, 0, red.PixelWidth, red.PixelHeight)));
imageDrawings.Children.Add(new ImageDrawing(green, new Rect(red.PixelWidth - 10, red.PixelHeight - 10, green.PixelWidth, green.PixelHeight)));
drawingImageSource = new DrawingImage(imageDrawings);
RenderTargetBitmap bmp = new RenderTargetBitmap(red.PixelWidth + green.PixelWidth - offsetX, red.PixelHeight + green.PixelHeight - offsetY, 96, 96, PixelFormats.Pbgra32);
bmp.Render(visual);
//no binding, just my image control to keep it simple
this.fImage.Source = drawingImageSource;
}
XAML:
<Grid>
<Image x:Name="fImage"/>
</Grid>
I want to render the intersection area in different ways, e.g. mix the colors or gradient based transition. Are there some instruments in .NET or do I need to handle with pixels?

Related

Is there any way to grab the frames from media element like a video without feeling any delay? - WPF

I have to show the frames from a media element in an Image control like a video. I have tried to grab continues frames from media element using a timer and bind that bitmap to Image source. But when setting the scale as 1, it seems like frames are grabbing very slowly. And when reduce the scale to 0.3 or below, the grabbing is working very fast. but the quality of frame is reducing.
Is there any way to solve this?
In short, I want to display the frames from media element to an Image source without any delay and with original quality.
<MediaElement x:Name="MediaEL" Volume="0" ScrubbingEnabled="True" SnapsToDevicePixels="True" MediaOpened="MediaEL_MediaOpened" LoadedBehavior="Manual" MediaEnded="MediaEL_MediaEnded" MediaFailed="MediaEL_MediaFailed">
</MediaElement>
<Image Name="ImageViewerMediaEL" />
ScreenShotimer = new DispatcherTimer();
ScreenShotimer.Interval = TimeSpan.FromMilliseconds(35);//35//
ScreenShotimer.Tick += ScreenShotimer_Tick;
public Bitmap TakeScreenshot(MediaElement medElement, double scale)
{
Bitmap screenBitmap = null;
double actualHeight = medElement.NaturalVideoHeight;
double actualWidth = medElement.NaturalVideoWidth;
double renderHeight = actualHeight * scale;
double renderWidth = actualWidth * scale;
if ((int)renderWidth > 0 && (int)renderHeight > 0)
{
RenderTargetBitmap renderTarget = new RenderTargetBitmap((int)renderWidth,
(int)renderHeight, 96, 96, PixelFormats.Default);
VisualBrush sourceBrush = new VisualBrush(medElement);
DrawingVisual drawingVisual = new DrawingVisual();
DrawingContext drawingContext = drawingVisual.RenderOpen();
using (drawingContext)
{
drawingContext.PushTransform(new ScaleTransform(scale, scale));
drawingContext.DrawRectangle(sourceBrush, null, new Rect(new System.Windows.Point(0, 0),
new System.Windows.Point(actualWidth, actualHeight)));
}
renderTarget.Render(drawingVisual);
MemoryStream stream = new MemoryStream();
BitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(renderTarget));
encoder.Save(stream);
screenBitmap = new Bitmap(stream);
}
return screenBitmap;
}
Using a WinForms Bitmap in a WPF application doesn't seem to be necessary.
Reuse a single instance of a RenderTargetBitmap that is only created when necessary and assigned to the Source property of the Image element.
As well, reuse the DrawingVisual and draw a rectangle with a VisualBrush only when size changes.
private readonly DrawingVisual visual = new DrawingVisual();
private RenderTargetBitmap bitmap;
...
private void OnTimerTick(object sender, EventArgs e)
{
var width = MediaEL.NaturalVideoWidth;
var height = MediaEL.NaturalVideoHeight;
if (width > 0 && height > 0)
{
if (bitmap == null ||
bitmap.PixelWidth != width ||
bitmap.PixelHeight != height)
{
using (var dc = visual.RenderOpen())
{
dc.DrawRectangle(
new VisualBrush(MediaEL), null,
new Rect(0, 0, width, height));
}
bitmap = new RenderTargetBitmap(
width, height, 96, 96, PixelFormats.Default);
ImageViewerMediaEL.Source = bitmap;
}
bitmap.Render(visual);
}
}
The code above works fine for me with Microsoft's Wildlife.wmv and 35 ms timer interval.

How do I correctly transform an image in WPF?

I want to write program that functions something like PhotoShop.
1.upload image
2. Then I want to do skew transform, But when I do transform I have a problem, my picture goes beyond the edge of the workspace.
How do I transform without this problem(I think I should create a new Image every time I do a transform).
Then I crop, but crop makes the picture without transform. I think if I create a new image every time I do a transform, the problem will be fixed.
How do I do this correctly?
How do I correctly create this image in WPF? How to do transform and save an image? I am using(System.Drawing.Bitmap, System.Windows.Media.Imaging) Maybe, can someone show me experiences, code or useful material?
For the skew tranformation you may use MatrixTranform. Basic idea is described here
Below is the code that transforms an image located at "D:\input.png", attaches transformation result to the source of Image that defined in the .xaml file:
<Image Name="imgProcess" />
and writes result to the file "D:\skew.png"
double skewX = .0;
double skewY = Math.Tan(Math.PI / 18);
MatrixTransform transformation = new MatrixTransform(1, skewY, skewX, 1, 0, 0)
BitmapImage image = new BitmapImage(new Uri(#"D:\input.png"));
var boundingRect = new Rect(0, 0, image.Width + image.Height * skewX, image.Height + image.Width * skewY);
DrawingGroup dGroup = new DrawingGroup();
using (DrawingContext dc = dGroup.Open())
{
dc.PushTransform(transformation);
dc.DrawImage(image, boundingRect);
}
DrawingImage imageSource = new DrawingImage(dGroup);
imgProcess.Source = imageSource;
SaveDrawingToFile(ToBitmapSource(imageSource), #"D:\skew.png", (int)boundingRect.Width, (int)boundingRect.Height);
private BitmapSource ToBitmapSource(DrawingImage source)
{
DrawingVisual drawingVisual = new DrawingVisual();
DrawingContext drawingContext = drawingVisual.RenderOpen();
drawingContext.DrawImage(source, new Rect(new Point(0, 0), new Size(source.Width, source.Height)));
drawingContext.Close();
RenderTargetBitmap bmp = new RenderTargetBitmap((int)source.Width, (int)source.Height, 96, 96, PixelFormats.Pbgra32);
bmp.Render(drawingVisual);
return bmp;
}
private void SaveDrawingToFile(BitmapSource image, string fileName, int width, int height)
{
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(image));
using (var stream = new FileStream(fileName, FileMode.Create))
{
encoder.Save(stream);
}
}
Results

Convert Canvas to ImageSource

im attempting to convert a canvas to a image source for use as an OpacityMask, I want to save it into memory rather than save it as a file, i'm having trouble though. Below is my code, I think i'm going about it wrong!
Really, I need to get the image information as a Base64String, so somewhere between that I need to convert the RenderTargetBitmap!
public BitmapSource ExportToPng(Uri path, Canvas surface)
{
BitmapEncoder encoder = new PngBitmapEncoder();
System.IO.MemoryStream myStream = new System.IO.MemoryStream();
// Save current canvas transform
Transform transform = surface.LayoutTransform;
// reset current transform (in case it is scaled or rotated)
surface.LayoutTransform = null;
// Get the size of canvas
System.Windows.Size size = new System.Windows.Size(surface.ActualWidth, surface.ActualHeight);
// Measure and arrange the surface
// VERY IMPORTANT
surface.Measure(size);
surface.Arrange(new Rect(size));
// Create a render bitmap and push the surface to it
RenderTargetBitmap renderBitmap =
new RenderTargetBitmap(
(int)size.Width,
(int)size.Height,
96d,
96d,
PixelFormats.Pbgra32);
renderBitmap.Render(surface);
// push the rendered bitmap to it
encoder.Frames.Add(BitmapFrame.Create(renderBitmap));
// save the data to the stream
encoder.Save(myStream);
// Restore previously saved layout
surface.LayoutTransform = transform;
var sr = new System.IO.StreamReader(myStream);
var myStr = sr.ReadToEnd();
var bytes = Convert.FromBase64String(myStr);
// Save to memory
/*Bitmap pg = new Bitmap("525, 350");
Graphics gr = Graphics.FromImage(pg);
gr.FillRectangle(new SolidBrush(System.Drawing.Color.FromArgb(255, 255, 255, 255)), 0, 0, (float)size.Width, (float)size.Height);
gr.DrawImage(System.Drawing.Bitmap.FromStream(myStream), 0, 0);*/
return BitmapFromBase64(myStr);
}
public static BitmapSource BitmapFromBase64(string base64String)
{
var bytes = Convert.FromBase64String(base64String);
using (var stream = new System.IO.MemoryStream(bytes))
{
return BitmapFrame.Create(stream,
BitmapCreateOptions.None, BitmapCacheOption.OnLoad);
}
}
Edit:
Just found another possible way, however this creates a DrawingVisual, I need to convert that to a ImageBrush
C#
// Create a DrawingVisual that contains a rectangle.
private DrawingVisual CreateDrawingVisualRectangle(List<Rectangle> rectangles)
{
DrawingVisual drawingVisual = new DrawingVisual();
// Retrieve the DrawingContext in order to create new drawing content.
DrawingContext drawingContext = drawingVisual.RenderOpen();
// Create a rectangle and draw it in the DrawingContext.
foreach(Rectangle x in rectangles)
{
Rect rect = new Rect(new System.Windows.Point(x.X, x.Y), new System.Windows.Size(x.Width, x.Height));
drawingContext.DrawRectangle(System.Windows.Media.Brushes.Black, (System.Windows.Media.Pen)null, rect);
}
// Persist the drawing content.
drawingContext.Close();
return drawingVisual;
}
A UIElement takes any Brush as OpacityMask. You can simply create a VisualBrush from you Canvas, since the base class of every UIElement is SWM.Visual.
Canvas c = new Canvas();
element.OpacityMask = new VisualBrush( c );
Regards, Snowball

How to use texture image .jpg as Windows.Media.pen C#

I have a texture image as .jpg and I want to use this image as Windows.Media.pen
I use Windows.Media.pen for drawing skeleton data in DrawingContext which I got it from microsoft kinect.
How can I use texture image .jpg as Windows.Media.pen?
solved the problem.
ImageSource image = new BitmapImage(new Uri(#"...\texture.jpg", UriKind.Relative));
var brush = new ImageBrush(image);
var pen = new Pen(brush, 10);
drawingContext.DrawLine(pen, XPos, YPos);
Welcome to StackOverflow :D
Not sure if you'd get what you've been expecting as you can see below but here's how to do it :
You need to use ImageBrush to be able to assign an image to a Pen.
Original image :
Result :
Code :
ImageSource image = new BitmapImage(new Uri(#"..\..\5c5f910416e2b92bb73fa59c56fe695d.png", UriKind.Relative));
var brush = new ImageBrush(image);
var pen = new Pen(brush, 50);
var drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
drawingContext.DrawRectangle(null, pen, new Rect(new Size(200, 200)));
}
var renderTargetBitmap = new RenderTargetBitmap(200, 200, 96, 96, PixelFormats.Pbgra32);
renderTargetBitmap.Render(drawingVisual);
Content = new Image {Source = renderTargetBitmap, Stretch = Stretch.None};

Draw Oval to array

Hopefully this'll be a fairly simple answer, but it's not the easiest thing to google for.
I'm planning to do a lot of painting using simple shapes, but the actual result doesn't need to be displayed to the user until the final stage, so for the sake of speed, I was wondering if there were existing methods in c#/WPF to draw simple shapes to a buffer without the overhead of a BitmapSource, so at the end I can just copy it into a WritableBitmap.
Something like
PixelFormat pixelFormat = PixelFormats.Default;
int stride = bitmapWidth * pixelFormat.BitsPerPixel / 8;
byte[] pixels new byte[bitmapHeight * stride];
*some static library*.DrawOval(xpos=10,ypos=10,radius=5, pixels, stride, pixelFormat);
Thanks
"Drawing shapes to a buffer" in WPF could be done by drawing shapes into a DrawingVisual using a DrawingContext. When drawing is finished, the DrawingVisual can be rendered into a RenderTargetBitmap.
Example:
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
drawingContext.DrawEllipse(null, new Pen(Brushes.Black, 1), new Point(100, 100), 50, 50);
}
Drawing drawing = drawingVisual.Drawing;
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
drawingContext.DrawDrawing(drawing);
drawingContext.DrawEllipse(null, new Pen(Brushes.Black, 1), new Point(100, 100), 60, 60);
}
RenderTargetBitmap bitmap = new RenderTargetBitmap(200, 200, 96, 96, PixelFormats.Default);
bitmap.Render(drawingVisual);

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