This is my add image code.
protected void SubmitButton_Click(object sender, EventArgs e)
{
ProductImages productImage = new ProductImages();
productImage.ProductID = Convert.ToInt32(ProductDropDownList.SelectedValue.ToString());
if (!FileUpload1.HasFile)
{
MessageLabel1.Text = "Please Select Image File"; //checking if file uploader has no file selected
}
else
{
int length = FileUpload1.PostedFile.ContentLength;
productImage.ProductImage = new byte[length];
FileUpload1.PostedFile.InputStream.Read(productImage.ProductImage, 0, length);
try
{
ProductImageBL.AddProductImages(productImage);
MessageLabel1.Text = "Product Image has been successfully added!";
}
catch (Exception ex)
{
MessageLabel1.Text = "Some error occured while processing the request. Error Description <br/>" + ex.Message;
}
}
}
Image compression depends on image type and what is on image. Photos of real life objects are typically in .jpg and you can't compress them much without noticeable quality losing.
Probably what you really want to do - is resize image to smaller size like 500*500 if you know this will be enought for all your needs. Keep in mind to save image aspect ratio during resizing.
Related SO question:
Resize an Image C#
The SO link posted by dlxeon is excellent. I use the examples there myself.
However all those examples resize the image, but you can also increase the compression in jpeg files and\or decrease the DPI.
Below a complete example of how to resize and compress a jpeg. It also checks if the image needs rotating in case the phone was held vertical for example. And you can add padding if you want to make the image square.
Note that if you use this example as is the transparency of .png and .gif files will be lost because they are converted to jpg.
protected void SubmitButton_Click(object sender, EventArgs e)
{
if (FileUpload1.HasFile == true)
{
using (Bitmap postedImage = new Bitmap(FileUpload1.PostedFile.InputStream))
{
byte [] bin = Common.scaleImage(postedImage, 400, 400, false);
Image1.ImageUrl = "data:image/jpeg;base64," + Convert.ToBase64String(bin);
}
}
}
public static byte[] scaleImage(Image image, int maxWidth, int maxHeight, bool padImage)
{
try
{
int newWidth;
int newHeight;
byte[] returnArray;
//check if the image needs rotating (eg phone held vertical when taking a picture for example)
foreach (var prop in image.PropertyItems)
{
if (prop.Id == 0x0112)
{
int rotateValue = image.GetPropertyItem(prop.Id).Value[0];
RotateFlipType flipType = getRotateFlipType(rotateValue);
image.RotateFlip(flipType);
break;
}
}
//apply padding if needed
if (padImage == true)
{
image = applyPaddingToImage(image);
}
//check if the with or height of the image exceeds the maximum specified, if so calculate the new dimensions
if (image.Width > maxWidth || image.Height > maxHeight)
{
var ratioX = (double)maxWidth / image.Width;
var ratioY = (double)maxHeight / image.Height;
var ratio = Math.Min(ratioX, ratioY);
newWidth = (int)(image.Width * ratio);
newHeight = (int)(image.Height * ratio);
}
else
{
newWidth = image.Width;
newHeight = image.Height;
}
//start with a new image
var newImage = new Bitmap(newWidth, newHeight);
//set the new resolution, 72 is usually good enough for displaying images on monitors
newImage.SetResolution(72, 72);
//or use the original resolution
//newImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
//resize the image
using (var graphics = Graphics.FromImage(newImage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
graphics.DrawImage(image, 0, 0, newWidth, newHeight);
}
image = newImage;
//save the image to a memorystream to apply the compression level, higher compression = better quality = bigger images
using (MemoryStream ms = new MemoryStream())
{
EncoderParameters encoderParameters = new EncoderParameters(1);
encoderParameters.Param[0] = new EncoderParameter(Encoder.Quality, 80L);
image.Save(ms, getEncoderInfo("image/jpeg"), encoderParameters);
//save the stream as byte array
returnArray = ms.ToArray();
}
//cleanup
image.Dispose();
newImage.Dispose();
return returnArray;
}
catch (Exception ex)
{
//there was an error: ex.Message
return null;
}
}
private static ImageCodecInfo getEncoderInfo(string mimeType)
{
ImageCodecInfo[] encoders = ImageCodecInfo.GetImageEncoders();
for (int j = 0; j < encoders.Length; ++j)
{
if (encoders[j].MimeType.ToLower() == mimeType.ToLower())
return encoders[j];
}
return null;
}
private static Image applyPaddingToImage(Image image)
{
//get the maximum size of the image dimensions
int maxSize = Math.Max(image.Height, image.Width);
Size squareSize = new Size(maxSize, maxSize);
//create a new square image
Bitmap squareImage = new Bitmap(squareSize.Width, squareSize.Height);
using (Graphics graphics = Graphics.FromImage(squareImage))
{
//fill the new square with a color
graphics.FillRectangle(Brushes.Red, 0, 0, squareSize.Width, squareSize.Height);
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
//put the original image on top of the new square
graphics.DrawImage(image, (squareSize.Width / 2) - (image.Width / 2), (squareSize.Height / 2) - (image.Height / 2), image.Width, image.Height);
}
return squareImage;
}
private static RotateFlipType getRotateFlipType(int rotateValue)
{
RotateFlipType flipType = RotateFlipType.RotateNoneFlipNone;
switch (rotateValue)
{
case 1:
flipType = RotateFlipType.RotateNoneFlipNone;
break;
case 2:
flipType = RotateFlipType.RotateNoneFlipX;
break;
case 3:
flipType = RotateFlipType.Rotate180FlipNone;
break;
case 4:
flipType = RotateFlipType.Rotate180FlipX;
break;
case 5:
flipType = RotateFlipType.Rotate90FlipX;
break;
case 6:
flipType = RotateFlipType.Rotate90FlipNone;
break;
case 7:
flipType = RotateFlipType.Rotate270FlipX;
break;
case 8:
flipType = RotateFlipType.Rotate270FlipNone;
break;
default:
flipType = RotateFlipType.RotateNoneFlipNone;
break;
}
return flipType;
}
Related
I'm trying to minify image from url, my code is this
public static string GetBreaker(string fileName)
{
string cacheBreaker = null;
try
{
if (fileName.StartsWith("~"))
{
fileName = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, fileName.Remove(0));
}
cacheBreaker = File.GetLastWriteTime(fileName).ToFileTime().ToString();
}
catch { }
return string.IsNullOrEmpty(cacheBreaker) ? string.Empty : string.Format("?cachebreaker={0}", cacheBreaker);
}
public static void SaveJpeg(string path, System.Drawing.Image img, int quality)
{
if (quality < 0 || quality > 100)
throw new ArgumentOutOfRangeException("quality must be between 0 and 100.");
EncoderParameter qualityParam =
new EncoderParameter(Encoder.Quality, quality);
ImageCodecInfo jpegCodec = GetEncoderInfo("image/jpeg");
EncoderParameters encoderParams = new EncoderParameters(1);
encoderParams.Param[0] = qualityParam;
img.Save(path, jpegCodec, encoderParams);
}
private static ImageCodecInfo GetEncoderInfo(string mimeType)
{
ImageCodecInfo[] codecs = ImageCodecInfo.GetImageEncoders();
for (int i = 0; i < codecs.Length; i++)
if (codecs[i].MimeType == mimeType)
return codecs[i];
return null;
}
protected void Button1_Click(object sender, EventArgs e)
{
System.Drawing.Image myImage = System.Drawing.Image.FromFile(ImageUrltxt.Text.ToString());
SaveJpeg(#"~/mintemp/demo.jpg", myImage, 50);
}
I'm getting error like this:
URI formats are not supported.
in
System.Drawing.Image myImage = System.Drawing.Image.FromFile(ImageUrltxt.Text.ToString());
Can anyone help me to solve out this problem. I'm very new to programming. Thanks in advance, sorry for my bad English.
1. First you have to check out your uri path is correct or not eg:
string uriPath = "file:\\C:\\Users\\john\\documents\\visual studio 2010\\Projects\\proj";
or
string localPath = new Uri(uriPath).LocalPath;
2. You have to add the uri of the image as correct Please check your uri path of image is correct.
SaveJpeg(#"~/mintemp/demo.jpg", myImage, 50);
3. This is coded in c# (for reference) resizing and compressing of image in c#
public partial class _Default : System.Web.UI.Page
{
protected void Page_Load(object sender, EventArgs e)
{
}
private Boolean CheckFileType(String fileName)
{
String ext = Path.GetExtension(fileName) ;
switch (ext.ToLower())
{
case ".gif":
return true;
case ".png":
return true;
case ".jpg":
return true;
case ".jpeg":
return true;
case ".bmp":
return true;
default:
return false;
}
}
protected void Button1_Click(object sender, EventArgs e)
{
const int bmpW = 300;// //New image target width
const int bmpH = 226;// //New Image target height
if (FileUpload1.HasFile)
{
//Clear the error label text
lblError.Text = "";
//Check to make sure the file to upload has a picture file format extention
//and set the target width and height
if (this.CheckFileType(FileUpload1.FileName))
{
Int32 newWidth = bmpW;
Int32 newHeight = bmpH;
//Use the uploaded filename for saving without the "." extension
String upName = FileUpload1.FileName.Substring(0, FileUpload1.FileName.IndexOf("."));
//Mid(FileUpload1.FileName, 1, (InStr(FileUpload1.FileName, ".") - 1)) ;
//Set the save path of the resized image, you will need this directory already created in your web site
String filePath = "~/Upload/" + upName + ".jpg";
//Create a new Bitmap using the uploaded picture as a Stream
//Set the new bitmap resolution to 72 pixels per inch
Bitmap upBmp = (Bitmap)Bitmap.FromStream(FileUpload1.PostedFile.InputStream);
Bitmap newBmp = new Bitmap(newWidth, newHeight, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
newBmp.SetResolution(72, 72);
//Get the uploaded image width and height
Int32 upWidth = upBmp.Width;
Int32 upHeight = upBmp.Height;
Int32 newX = 0; //Set the new top left drawing position on the image canvas
Int32 newY = 0;
Decimal reDuce;
//Keep the aspect ratio of image the same if not 4:3 and work out the newX and newY positions
//to ensure the image is always in the centre of the canvas vertically and horizontally
if (upWidth > upHeight)
{
//Landscape picture
reDuce = newWidth / upWidth;
//calculate the width percentage reduction as decimal
newHeight = ((Int32)(upHeight * reDuce));
//reduce the uploaded image height by the reduce amount
newY = ((Int32)((bmpH - newHeight) / 2));
//Position the image centrally down the canvas
newX = 0; //Picture will be full width
}
else
{
if (upWidth < upHeight)
{
//Portrait picture
reDuce = newHeight / upHeight;
//calculate the height percentage reduction as decimal
newWidth = ((Int32)(upWidth * reDuce));
//reduce the uploaded image height by the reduce amount
newX = ((Int32)((bmpW - newWidth) / 2));
//Position the image centrally across the canvas
newY = 0; //Picture will be full hieght
}
else
{
if (upWidth == upHeight)
{
//square picture
reDuce = newHeight / upHeight;
//calculate the height percentage reduction as decimal
newWidth = ((Int32)((upWidth * reDuce)));
//reduce the uploaded image height by the reduce amount
newX = ((Int32)(((bmpW - newWidth) / 2))); //Position the image centrally across the canvas
newY = ((Int32)(((bmpH - newHeight) / 2))); //Position the image centrally down the canvas
}
}
}
//Create a new image from the uploaded picture using the Graphics class
//Clear the graphic and set the background colour to white
//Use Antialias and High Quality Bicubic to maintain a good quality picture
//Save the new bitmap image using //Png// picture format and the calculated canvas positioning
Graphics newGraphic = Graphics.FromImage(newBmp);
try
{
newGraphic.Clear(Color.White);
newGraphic.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
newGraphic.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
newGraphic.DrawImage(upBmp, newX, newY, newWidth, newHeight);
newBmp.Save(MapPath(filePath), System.Drawing.Imaging.ImageFormat.Jpeg);
//Show the uploaded resized picture in the image control
Image1.ImageUrl = filePath;
Image1.Visible = true;
}
catch (Exception ex)
{
lblError.Text = ex.ToString();
throw ex;
}
finally
{
upBmp.Dispose();
newBmp.Dispose();
newGraphic.Dispose();
}
}
else
{
lblError.Text = "Please select a picture with a file format extension of either Bmp, Jpg, Jpeg, Gif or Png.";
}
}
}
}
I would like to use Magick.NET
https://magick.codeplex.com/wikipage?title=Convert%20image&referringTitle=Documentation
in order to convert TIF to Black-and-White Monochrome TIF but manual does not explain it well.
I have tried this code but I am not sure of this approach is a correct one.
using (MagickImage image = new MagickImage("input.tif"))
{
image.CompressionMethod = CompressionMethod.Group4;
image.Write("output.tif");
}
Help needed. Thank you!
I found .NET code to do the same thing without any issues.
http://www.codeproject.com/Articles/15186/Bitonal-TIFF-Image-Converter-for-NET
private void convert_Click(object sender, EventArgs e)
{
// Load a bitmap from disk
Bitmap originalBitmap = new Bitmap(#"..\..\Bitonal-In.tif");
// Display image
originalImage.Image = originalBitmap;
// Convert bitmap to RGB format for drawing
Bitmap rgbBitmap = Converter.ConvertToRGB(originalBitmap);
// Convert image to bitonal for saving to file
Bitmap bitonalBitmap = Converter.ConvertToBitonal(rgbBitmap);
// Display converted image
convertedImage.Image = bitonalBitmap;
// Get an ImageCodecInfo object that represents the TIFF codec.
ImageCodecInfo imageCodecInfo = GetEncoderInfo("image/tiff");
System.Drawing.Imaging.Encoder encoder = System.Drawing.Imaging.Encoder.Compression;
EncoderParameters encoderParameters = new EncoderParameters(1);
// Save the bitmap as a TIFF file with group IV compression.
EncoderParameter encoderParameter = new EncoderParameter(encoder, (long)EncoderValue.CompressionCCITT4);
encoderParameters.Param[0] = encoderParameter;
bitonalBitmap.Save(#"..\..\Bitonal-Out.tif", imageCodecInfo, encoderParameters);
}
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
namespace BitonalConverter
{
public static class Converter
{
public static Bitmap ConvertToRGB(Bitmap original)
{
Bitmap newImage = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppArgb);
newImage.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(newImage))
{
g.DrawImageUnscaled(original, 0, 0);
}
return newImage;
}
public static Bitmap ConvertToBitonal(Bitmap original)
{
Bitmap source = null;
// If original bitmap is not already in 32 BPP, ARGB format, then convert
if (original.PixelFormat != PixelFormat.Format32bppArgb)
{
source = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppArgb);
source.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(source))
{
g.DrawImageUnscaled(original, 0, 0);
}
}
else
{
source = original;
}
// Lock source bitmap in memory
BitmapData sourceData = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
// Copy image data to binary array
int imageSize = sourceData.Stride * sourceData.Height;
byte[] sourceBuffer = new byte[imageSize];
Marshal.Copy(sourceData.Scan0, sourceBuffer, 0, imageSize);
// Unlock source bitmap
source.UnlockBits(sourceData);
// Create destination bitmap
Bitmap destination = new Bitmap(source.Width, source.Height, PixelFormat.Format1bppIndexed);
destination.SetResolution(original.HorizontalResolution, original.VerticalResolution);
// Lock destination bitmap in memory
BitmapData destinationData = destination.LockBits(new Rectangle(0, 0, destination.Width, destination.Height), ImageLockMode.WriteOnly, PixelFormat.Format1bppIndexed);
// Create destination buffer
imageSize = destinationData.Stride * destinationData.Height;
byte[] destinationBuffer = new byte[imageSize];
int sourceIndex = 0;
int destinationIndex = 0;
int pixelTotal = 0;
byte destinationValue = 0;
int pixelValue = 128;
int height = source.Height;
int width = source.Width;
int threshold = 500;
// Iterate lines
for (int y = 0; y < height; y++)
{
sourceIndex = y * sourceData.Stride;
destinationIndex = y * destinationData.Stride;
destinationValue = 0;
pixelValue = 128;
// Iterate pixels
for (int x = 0; x < width; x++)
{
// Compute pixel brightness (i.e. total of Red, Green, and Blue values) - Thanks murx
// B G R
pixelTotal = sourceBuffer[sourceIndex] + sourceBuffer[sourceIndex + 1] + sourceBuffer[sourceIndex + 2];
if (pixelTotal > threshold)
{
destinationValue += (byte)pixelValue;
}
if (pixelValue == 1)
{
destinationBuffer[destinationIndex] = destinationValue;
destinationIndex++;
destinationValue = 0;
pixelValue = 128;
}
else
{
pixelValue >>= 1;
}
sourceIndex += 4;
}
if (pixelValue != 128)
{
destinationBuffer[destinationIndex] = destinationValue;
}
}
// Copy binary image data to destination bitmap
Marshal.Copy(destinationBuffer, 0, destinationData.Scan0, imageSize);
// Unlock destination bitmap
destination.UnlockBits(destinationData);
// Dispose of source if not originally supplied bitmap
if (source != original)
{
source.Dispose();
}
// Return
return destination;
}
}
}
I have images stored in DB as binary, to show them I want to compress them to smaller images (4000 x 3000) to (400 x 300), which basicly works however the images look awefull, can somebody point me to the right direction?
I am using now:
System.IO.MemoryStream myMemStream = new System.IO.MemoryStream(bytes);
System.Drawing.Image fullsizeImage = System.Drawing.Image.FromStream(myMemStream);
Type typeoff = fullsizeImage.GetType();
double height = fullsizeImage.Height;
double width = Convert.ToDouble(fullsizeImage.Width);
double aspect = setWidth / width;
setHeight = Convert.ToInt32(aspect * height);
System.Drawing.Image newImage = fullsizeImage.GetThumbnailImage(Convert.ToInt32(setWidth), setHeight, null, IntPtr.Zero);
System.IO.MemoryStream myResult = new System.IO.MemoryStream();
using (System.IO.MemoryStream imageMemStream = new System.IO.MemoryStream(bytes))
{
using (Bitmap bitmap = new Bitmap(imageMemStream))
{
ImageFormat imageFormat = bitmap.RawFormat;
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Jpeg))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Jpeg);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Gif))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Gif);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Bmp))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Bmp);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Png))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Png);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Icon))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Icon);
}
}
}
_bytes = myResult.ToArray(); //Returns a new byte array.
Have been looking to this but have no idea yet how to implenet ths with my binary in and output:
Bitmap image = new Bitmap(fullsizeImage, Convert.ToInt32(newWidth), setHeight);
using (Graphics gr = Graphics.FromImage(image))
{
gr.SmoothingMode = SmoothingMode.HighQuality;
gr.InterpolationMode = InterpolationMode.HighQualityBicubic;
gr.PixelOffsetMode = PixelOffsetMode.HighQuality;
gr.DrawImage(fullsizeImage, new Rectangle(0, 0, Convert.ToInt32(newWidth), setHeight));
_bytes = gr.T.ToArray();
}
Probebly I do something wrong but have no idea where to look to do this right, have not much experience in image compression.
Any help would be appriciated
UPDATE
trying to get out of the Image the mime type but not very lucky to get it, using this and cant find any other, code has a null return.
public byte[] imageToByteArray(System.Drawing.Image newImage)
{
System.IO.MemoryStream ms = new System.IO.MemoryStream();
ImageFormat format = newImage.RawFormat;
if (ImageCodecInfo.GetImageDecoders().FirstOrDefault(c => c.FormatID == format.Guid) != null)
{
ImageCodecInfo codec = ImageCodecInfo.GetImageDecoders().FirstOrDefault(c => c.FormatID == format.Guid);
string mimeType = codec.MimeType;
}
newImage.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
return ms.ToArray();
You can use this function to create the reduced Images:
public static Image ShrinkImage(Image original, int scale)
{
Bitmap bmp = new Bitmap(original.Width / scale, original.Height / scale,
original.PixelFormat);
using (Graphics G = Graphics.FromImage(bmp))
{
G.InterpolationMode = InterpolationMode.HighQualityBicubic;
G.SmoothingMode = SmoothingMode.HighQuality;
Rectangle srcRect = new Rectangle(0,0,original.Width, original.Height);
Rectangle destRect = new Rectangle(0,0,bmp.Width, bmp.Height);
G.DrawImage(original, destRect, srcRect, GraphicsUnit.Pixel);
bmp.SetResolution( original.HorizontalResolution, original.VerticalResolution);
}
return (Image)bmp;
}
Note that it can only work with real Bitmap Images, not with Icons; but it makes little sense trying to reduce icons anyway!
Also note that you may or may not want to change the Dpi of the new Images. In the code I don't but maybe you want to scale it up or set it to a fixed value..
Don't forget to Dispose of your Images, when you're done with them!
in asp.net i want to resize the image and display on some control but without saving on disk.
is there any free utility just like for clasic asp.
http://www.aspjpeg.com/livedemo.html
This Thumbnail class will do the job.
public class Thumbnail
{
private string _filePath;
private int _maxWidth = 120;
private int _maxHeight = 120;
public string MimeType;
public System.Drawing.Imaging.ImageFormat ImageFormat;
public byte[] ImageBytes;
public Thumbnail(string filePath, int maxWidth, int maxHeight)
{
_filePath = filePath;
_maxWidth = maxWidth;
_maxHeight = maxHeight;
MakeThumbnail();
}
private void MakeThumbnail()
{
using (Image img = new Bitmap(_filePath))
{
Size newSize = GenerateImageDimensions(img.Width, img.Height, _maxWidth, _maxHeight);
int imgWidth = newSize.Width;
int imgHeight = newSize.Height;
// create the thumbnail image
using (Image img2 =
img.GetThumbnailImage(imgWidth, imgHeight,
new Image.GetThumbnailImageAbort(Abort),
IntPtr.Zero))
{
using (Graphics g = Graphics.FromImage(img2)) // Create Graphics object from original Image
{
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High;
g.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
//BMP 0, JPEG 1 , GIF 2 , TIFF 3, PNG 4
System.Drawing.Imaging.ImageCodecInfo codec;
switch (Path.GetExtension(_filePath))
{
case ".gif":
codec = System.Drawing.Imaging.ImageCodecInfo.GetImageEncoders()[2];
ImageFormat = System.Drawing.Imaging.ImageFormat.Gif;
MimeType = "image/gif";
break;
case ".png":
codec = System.Drawing.Imaging.ImageCodecInfo.GetImageEncoders()[4];
ImageFormat = System.Drawing.Imaging.ImageFormat.Png;
MimeType = "image/png";
break;
default: //jpg
codec = System.Drawing.Imaging.ImageCodecInfo.GetImageEncoders()[1];
ImageFormat = System.Drawing.Imaging.ImageFormat.Jpeg;
MimeType = "image/jpg";
break;
}
//Set the parameters for defining the quality of the thumbnail... here it is set to 100%
System.Drawing.Imaging.EncoderParameters eParams = new System.Drawing.Imaging.EncoderParameters(1);
eParams.Param[0] = new System.Drawing.Imaging.EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 90L);
//Now draw the image on the instance of thumbnail Bitmap object
g.DrawImage(img, new Rectangle(0, 0, img2.Width, img2.Height));
MemoryStream ms = new MemoryStream();
img2.Save(ms, codec, eParams);
ImageBytes = new byte[ms.Length];
ImageBytes = ms.ToArray();
ms.Close();
ms.Dispose();
}
}
}
}
public static Size GenerateImageDimensions(int currW, int currH, int destW, int destH)
{
int imgWidth = currW;
int imgHeight = currH;
if (imgWidth > destW)
{
double rate = (double)imgWidth / (double)destW;
imgWidth = destW;
imgHeight = (int)(imgHeight / rate);
}
if (imgHeight > destH)
{
double rate = (double)imgHeight / (double)destH;
imgHeight = destH;
imgWidth = (int)(imgWidth / rate);
}
return new Size(imgWidth, imgHeight);
}
private bool Abort()
{
return false;
}
}
Using is simple, just put this on your page codebehind. Browser output will be resized image.
Thumbnail thm = new Thumbnail("c:\some_image.jpg", 300, 300);
Response.ContentType = thm.MimeType;
Response.BinaryWrite(thm.ImageBytes);
This is probably what you need:
http://imageresizing.net/
I need to convert bitonal (black and white) TIFF files into another format for display by a web browser, currently we're using JPGs, but the format isn't crucial. From reading around .NET doesn't seem to easily support writing bitonal images, so we're ending up with ~1MB files instead of ~100K ones. I'm considering using ImageMagick to do this, but ideally i'd like a solution which doesn't require this if possible.
Current code snippet (which also does some resizing on the image):
using (Image img = Image.FromFile(imageName))
{
using (Bitmap resized = new Bitmap(resizedWidth, resizedHeight)
{
using (Graphics g = Graphics.FromImage(resized))
{
g.DrawImage(img, new Rectangle(0, 0, resized.Width, resized.Height), 0, 0, img.Width, img.Height, GraphicsUnit.Pixel);
}
resized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Jpeg);
}
}
Is there any way to achieve this?
Thanks.
I believe the problem can be solved by checking that resized bitmap is of PixelFormat.Format1bppIndexed. If it's not, you should convert it to 1bpp bitmap and after that you can save it as black and white png without problems.
In other words, you should use following code instead of resized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Jpeg);
if (resized.PixelFormat != PixelFormat.Format1bppIndexed)
{
using (Bitmap bmp = convertToBitonal(resized))
bmp.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Png);
}
else
{
resized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Png);
}
I use following code for convertToBitonal :
private static Bitmap convertToBitonal(Bitmap original)
{
int sourceStride;
byte[] sourceBuffer = extractBytes(original, out sourceStride);
// Create destination bitmap
Bitmap destination = new Bitmap(original.Width, original.Height,
PixelFormat.Format1bppIndexed);
destination.SetResolution(original.HorizontalResolution, original.VerticalResolution);
// Lock destination bitmap in memory
BitmapData destinationData = destination.LockBits(
new Rectangle(0, 0, destination.Width, destination.Height),
ImageLockMode.WriteOnly, PixelFormat.Format1bppIndexed);
// Create buffer for destination bitmap bits
int imageSize = destinationData.Stride * destinationData.Height;
byte[] destinationBuffer = new byte[imageSize];
int sourceIndex = 0;
int destinationIndex = 0;
int pixelTotal = 0;
byte destinationValue = 0;
int pixelValue = 128;
int height = destination.Height;
int width = destination.Width;
int threshold = 500;
for (int y = 0; y < height; y++)
{
sourceIndex = y * sourceStride;
destinationIndex = y * destinationData.Stride;
destinationValue = 0;
pixelValue = 128;
for (int x = 0; x < width; x++)
{
// Compute pixel brightness (i.e. total of Red, Green, and Blue values)
pixelTotal = sourceBuffer[sourceIndex + 1] + sourceBuffer[sourceIndex + 2] +
sourceBuffer[sourceIndex + 3];
if (pixelTotal > threshold)
destinationValue += (byte)pixelValue;
if (pixelValue == 1)
{
destinationBuffer[destinationIndex] = destinationValue;
destinationIndex++;
destinationValue = 0;
pixelValue = 128;
}
else
{
pixelValue >>= 1;
}
sourceIndex += 4;
}
if (pixelValue != 128)
destinationBuffer[destinationIndex] = destinationValue;
}
Marshal.Copy(destinationBuffer, 0, destinationData.Scan0, imageSize);
destination.UnlockBits(destinationData);
return destination;
}
private static byte[] extractBytes(Bitmap original, out int stride)
{
Bitmap source = null;
try
{
// If original bitmap is not already in 32 BPP, ARGB format, then convert
if (original.PixelFormat != PixelFormat.Format32bppArgb)
{
source = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppArgb);
source.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(source))
{
g.DrawImageUnscaled(original, 0, 0);
}
}
else
{
source = original;
}
// Lock source bitmap in memory
BitmapData sourceData = source.LockBits(
new Rectangle(0, 0, source.Width, source.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
// Copy image data to binary array
int imageSize = sourceData.Stride * sourceData.Height;
byte[] sourceBuffer = new byte[imageSize];
Marshal.Copy(sourceData.Scan0, sourceBuffer, 0, imageSize);
// Unlock source bitmap
source.UnlockBits(sourceData);
stride = sourceData.Stride;
return sourceBuffer;
}
finally
{
if (source != original)
source.Dispose();
}
}
Have you tried saving using the Image.Save overload with Encoder parameters?
Like the Encoder.ColorDepth Parameter?
Trying jaroslav's suggestion for color depth doesn't work:
static void Main(string[] args)
{
var list = ImageCodecInfo.GetImageDecoders();
var jpegEncoder = list[1]; // i know this is the jpeg encoder by inspection
Bitmap bitmap = new Bitmap(500, 500);
Graphics g = Graphics.FromImage(bitmap);
g.DrawRectangle(new Pen(Color.Red), 10, 10, 300, 300);
var encoderParams = new EncoderParameters();
encoderParams.Param[0] = new EncoderParameter(Encoder.ColorDepth, 2);
bitmap.Save(#"c:\newbitmap.jpeg", jpegEncoder, encoderParams);
}
The jpeg is still a full color jpeg.
I don't think there is any support for grayscale jpeg in gdi plus. Have you tried looking in windows imaging component?
http://www.microsoft.com/downloads/details.aspx?FamilyID=8e011506-6307-445b-b950-215def45ddd8&displaylang=en
code example: http://www.codeproject.com/KB/GDI-plus/windows_imaging.aspx
wikipedia: http://en.wikipedia.org/wiki/Windows_Imaging_Component
This is an old thread. However, I'll add my 2 cents.
I use AForge.Net libraries (open source)
use these dlls. Aforge.dll, AForge.Imaging.dll
using AForge.Imaging.Filters;
private void ConvertBitmap()
{
markedBitmap = Grayscale.CommonAlgorithms.RMY.Apply(markedBitmap);
ApplyFilter(new FloydSteinbergDithering());
}
private void ApplyFilter(IFilter filter)
{
// apply filter
convertedBitmap = filter.Apply(markedBitmap);
}
Have you tried PNG with 1 bit color depth?
To achieve a size similar to a CCITT4 TIFF, I believe your image needs to use a 1-bit indexed pallette.
However, you can't use the Graphics object in .NET to draw on an indexed image.
You will probably have to use LockBits to manipulate each pixel.
See Bob Powell's excellent article.