C# Draw on image using unsafe pointers - c#

I'm trying to set few pixels in a bitmap using unsafe pointer access(for performance boost)-this is my code:
private unsafe void DrawImage(Bitmap bmp1)
{
BitmapData bmData = bmp1.LockBits(new Rectangle(0, 0, bmp1.Width, bmp1.Height), System.Drawing.Imaging.ImageLockMode.ReadWrite, bmp1.PixelFormat);
IntPtr scan0 = bmData.Scan0;
int stride = bmData.Stride;
int x = 200;
int y = 400;
for (; y < 600; y++) {
byte * p = (byte * ) scan0.ToPointer();
p += y * stride + x * 4;
for (; x < 900; x++) {
p[0] = 0; //blue
p[1] = 0; //green
p[2] = 255; //red
p += 4;
}
}
bmp1.UnlockBits(bmData);
}
As you can see,i'm trying to set a block (to red color) from y=400 to y=600 , and x=200 to x=900.
On every interation of the outer loop i advance the pointer to the desired address ,but i'm getting only a "thin" horizontal line of red pixels...which indicated that somthing is wrong with the y address..i can't get why.
p += y * stride + x * 4;-this is how i advance the pointer everytime... did i miss something?
i hope my question was clear.
Thanks in advance.

The shortcuts in your loops don't go well together. At least the inner loop needs a proper start value. Best to set both start and end values; most likely you will want to go for a rectangle later anyway..
Also, as Hans noted you should make sure to look into the pixel widths of your actual PixelFormat.
Finally the loop advances are not correct.
This should work:
private unsafe void DrawImage(Bitmap bmp1)
{
BitmapData bmData = bmp1.LockBits(new Rectangle(0, 0, bmp1.Width, bmp1.Height),
System.Drawing.Imaging.ImageLockMode.ReadWrite,
bmp1.PixelFormat);
// this is only a rather incomplete test, of course:
int pixWidth = bmp1.PixelFormat == PixelFormat.Format24bppRgb ? 3 :
bmp1.PixelFormat == PixelFormat.Format32bppArgb ? 4 : 4;
IntPtr scan0 = bmData.Scan0;
int stride = bmData.Stride;
int x0 = 100;
int y0 = 100;
int x1 = 200;
int y1 = 300;
byte* p = (byte*)scan0.ToPointer() + y0 * stride;
for (int y = y0; y < y1; y++)
{
p += stride;
int px = x0 * pixWidth;
for (int x = x0; x < x1; x++)
{
px += pixWidth;
p[px + 0] = 0; //blue
p[px + 1] = 0; //green
p[px + 2] = 255; //red
}
}
bmp1.UnlockBits(bmData);
}
As noted this is not really a performance boost over GDI+ FillRectangle. However if you want to set not a block of pixels and/or not set all to one fixed color only, your code will make sense..

Related

C# RGB[,] to picturebox

I have a data that is (2448*2048) 5Mpixel image data, but the picturebox only has (816*683) about 500,000 pixels, so I lowered the pixels and I only need a black and white image, so I used the G value to create the image, but The image I output is shown in the following figure. Which part of my mistake?
public int[,] lowered(int[,] greenar)
{
int[,] Sy = new int[816, 683];
int x = 0;
int y = 0;
for (int i = 1; i < 2448; i += 3)
{
for (int j = 1; j < 2048; j += 3)
{
Sy[x, y] = greenar[i, j];
y++;
}
y = 0;
x++;
}
return Sy;
}
static Bitmap Create(int[,] R, int[,] G, int[,] B)
{
int iWidth = G.GetLength(1);
int iHeight = G.GetLength(0);
Bitmap Result = new Bitmap(iWidth, iHeight,
System.Drawing.Imaging.PixelFormat.Format24bppRgb);
Rectangle rect = new Rectangle(0, 0, iWidth, iHeight);
System.Drawing.Imaging.BitmapData bmpData = Result.LockBits(rect,
System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
IntPtr iPtr = bmpData.Scan0;
int iStride = bmpData.Stride;
int iBytes = iWidth * iHeight * 3;
byte[] PixelValues = new byte[iBytes];
int iPoint = 0;
for (int i = 0; i < iHeight; i++)
{
for (int j = 0; j < iWidth; j++)
{
int iG = G[i, j];
int iB = G[i, j];
int iR = G[i, j];
PixelValues[iPoint] = Convert.ToByte(iB);
PixelValues[iPoint + 1] = Convert.ToByte(iG);
PixelValues[iPoint + 2] = Convert.ToByte(iR);
iPoint += 3;
}
}
System.Runtime.InteropServices.Marshal.Copy(PixelValues, 0, iPtr, iBytes);
Result.UnlockBits(bmpData);
return Result;
}
https://upload.cc/i1/2018/04/26/WHOXTJ.png
You don't need to downsample your image, you can do it in this way. Set picturebox property BackgroundImageLayout as either zoom or stretch and assign it as:
picturebox.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Zoom;
picturebox.BackgroundImage = bitmap;
System.Windows.Forms.ImageLayout.Zoom will automatically adjust your bitmap to the size of picturebox.
You seem to be constantly mixing up your x and y offsets, which can easily be avoided simply by actually calling your loop variables x and y whenever you loop through image data. Also, image data is generally saved line by line, so your outer loop should be the Y loop going over the height, and the inner loop should process the X coordinates on one line, and should thus loop over the width.
Also, I'm not sure where your original data comes from, but in most of the cases I've seen where the image data is in multidimensional arrays like this, the Y is actually the first index in the array. Your actual image building function also assumes this, since it uses G.GetLength(0) to get the height of the image. But your channel resize function doesn't; it makes a multidimensional array as new int[816, 683], which would be a 683*816 image, not 816*683 as you said. So that certainly seems wrong.
Since you confirmed it to be [x,y], I adapted this solution to use it like that.
That aside, you hardcoded a lot of values in your functions, which is very bad practice. If you know you will reduce the image to 1/3rd by taking only one in three pixels, just give that 3 as parameter.
The reduction code:
public static Int32[,] ResizeChannel(Int32[,] origChannel, Int32 lossfactor)
{
Int32 newWidth = origChannel.GetLength(0) / lossfactor;
Int32 newHeight = origChannel.GetLength(1) / lossfactor;
// to avoid rounding errors
Int32 origHeight = newHeight * lossfactor;
Int32 origWidth = newWidth *lossfactor;
Int32[,] newChannel = new Int32[newWidth, newHeight];
Int32 newX = 0;
Int32 newY = 0;
for (Int32 y = 1; y < origHeight; y += lossfactor)
{
newX = 0;
for (Int32 x = 1; x < origWidth; x += lossfactor)
{
newChannel[newX, newY] = origChannel[x, y];
newX++;
}
newY++;
}
return newChannel;
}
The actual build code, as was remarked by GSerg in the comments, is wrong because you don't take the stride into account. The stride is the actual byte length of each line of pixels, and this is not just width * BytesPerPixel, since it gets rounded up to the next multiple of 4 bytes.
So you need to initialize your array as height * stride, not as height * width * 3, and you need to skip your write offset to the next multiple of the stride whenever you go to a lower Y line, rather than assuming it will just get there automatically because your X processing adds 3 for each pixel. Because it will not get there automatically, unless, by pure coincidence, your image width happens to be a multiple of 4 pixels.
Also, if you only use one channel for this, there is no reason to give it all three channels. Just give a single one.
public static Bitmap CreateGreyImage(Int32[,] greyChannel)
{
Int32 width = greyChannel.GetLength(0);
Int32 height = greyChannel.GetLength(1);
Bitmap result = new Bitmap(width, height, PixelFormat.Format24bppRgb);
Rectangle rect = new Rectangle(0, 0, width, height);
BitmapData bmpData = result.LockBits(rect, ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
Int32 stride = bmpData.Stride;
// stride is the actual line width in bytes.
Int32 bytes = stride * height;
Byte[] pixelValues = new Byte[bytes];
Int32 offset = 0;
for (Int32 y = 0; y < height; y++)
{
Int32 workOffset = offset;
for (Int32 x = 0; x < width; x++)
{
pixelValues[workOffset + 0] = (Byte)greyChannel[x, y];
pixelValues[workOffset + 1] = (Byte)greyChannel[x, y];
pixelValues[workOffset + 2] = (Byte)greyChannel[x, y];
workOffset += 3;
}
// Add stride to get the start offset of the next line
offset += stride;
}
Marshal.Copy(pixelValues, 0, bmpData.Scan0, bytes);
result.UnlockBits(bmpData);
return result;
}
Now, this works as expected if your R, G and B channels are indeed identical, But if they are not, you have to realize there is a difference between reducing the image to grayscale and just building a grey image from the green channel. On a colour image, you will get totally different results if you take the blue or red channel instead.
This was the code I executed for this:
Int32[,] greyar = ResizeChannel(greenar, 3);
Bitmap newbm = CreateGreyImage(greyar);

C# cut area from image

I'm trying to implement a cropping method myself,using the unsafe code and pointer to speed up the whole process.
This is my code:
private unsafe void Cut(Bitmap bmp, Rectangle r) {
Bitmap result = new Bitmap(r.Width, r.Height, bmp.PixelFormat);
BitmapData bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
BitmapData bmData2 = result.LockBits(new Rectangle(0, 0, result.Width, result.Height), System.Drawing.Imaging.ImageLockMode.ReadWrite, result.PixelFormat);
IntPtr scan0 = bmData.Scan0;
IntPtr scan02 = bmData2.Scan0;
int stride = bmData.Stride;
int stride2 = bmData2.Stride;
int x = r.X;
int y = r.Y;
int width = r.Width;
int height = r.Height;
for (; y < height; y++) {
byte * p = (byte * ) scan0.ToPointer();
p += y * stride;
byte * p2 = (byte * ) scan02.ToPointer();
p2 += y * stride2;
for (; x < width; x++) {
p2[0] = p[0];
p2[1] = p[1];
p2[2] = p[2];
p2[3]=p[3];
p += 4;
p2 += 4;
}
}
result.Save("a.png");
}
And the call to this method:
Bitmap b = (Bitmap)Bitmap.FromFile(#"C:\Users\itapi\Desktop\1.png");
Rectangle r = new Rectangle(200, 500, 300, 450);
Cut(b, r);
When i run the code,i just get a black rectangle as result...not the pixels i wanted to copy from the intial image.
The image from the example above is in32bpprgb format
I'm not sure what i'm doing wrong..i'll appreciate any help.
Thanks.
On the result, you chose "System.Drawing.Imaging.ImageLockMode.ReadOnly" I think you want ReadWrite or WriteOnly.
When I ran through debugger, this statement: for (; y < height; y++) condition failed immediately on my rather large image. So your loop logic is incorrect for running through the lines... Use a debugger :)
EDIT I ran it through the debugger, and your Y and X logic is wrong. I did a quick fix on the Y logic, and got it too crop. You'll have to do something similar to the X to get the correct crop point.
Try this, it cropped and saved a file:
int x = r.X;
int y = r.Y;
int width = r.Width;
int height = r.Height;
int newY = 0;
for (y = r.Y; y < height+r.Y; y++) //For each line in the old image
{
byte* p = (byte*)scan0.ToPointer();
p += y * stride;
byte* p2 = (byte*)scan02.ToPointer();
p2 += newY * stride2;
for (x=r.X; x < width+r.X; x++)
{
p2[0] = p[0];
p2[1] = p[1];
p2[2] = p[2];
p2[3] = p[3];
p += 4;
p2 += 4;
}
newY++;
}
result.Save("\\a.png");

Fast Bitmap modifying using BitmapData and pointers in C#

I am capturing data from some camera (array of RAW data).
Then I'm mapping this data to RGB values according to color palette.
I need to map it as fast as possible, so I use BitmapDdata and edit pixels in unsafe piece of code using pointers.
public void dataAcquired(int[] data)
{
Bitmap bmp = new Bitmap(width, height);
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
for (int i = 0; i < data.Length; i++)
{
int x = i % bmp.Width;
int y = i / bmp.Width;
Rgb rgb = mapColors[data[i]];
unsafe
{
byte* ptr = (byte*)data.Scan0;
ptr[(x * 3) + y * data.Stride] = rgb.b;
ptr[(x * 3) + y * data.Stride + 1] = rgb.g;
ptr[(x * 3) + y * data.Stride + 2] = rgb.r;
}
}
bmp.UnlockBits(data);
}
And I'm doing this for every incoming frame. It works fine, but it still takes something like 30ms for each frame for 320x240 pixels.
Is it possible to make it even more faster? Maybe I couldlock/unlock data in memory only once, but I'm not sure about this.
Instead of calculating x and y for each pixel, you could make them loop counters, like this:
for( y = 0; y < bmp.Height; y++ )
for( x = 0; x < bmp.Width; x++ )
Better yet, ditch x and y altogether and just keep incrementing the ptr pointer instead of recalculating an offset from the ptr pointer three times per pixel.
Try this (warning: I have not checked it.)
public void dataAcquired()
{
Bitmap bmp = new Bitmap(width, height);
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
int i = 0;
byte* ptr = (byte*)data.Scan0;
for( int y = 0; y < bmp.Height; y++ )
{
byte* ptr2 = ptr;
for( int x = 0; x < bmp.Width; x++ )
{
Rgb rgb = mapColors[data[i++]];
*(ptr2++) = rgb.b;
*(ptr2++) = rgb.g;
*(ptr2++) = rgb.r;
}
ptr += data.Stride;
}
}
bmp.UnlockBits(data);
}
Try run code in parallel: change
for (int i = 0; i < data.Length; i++) {
...
}
into
Parallel.For(0, data.Length, (i) => {
int x = i % bmp.Width;
int y = i / bmp.Width;
Rgb rgb = mapColors[data[i]];
unsafe {
byte* ptr = (byte*) data.Scan0;
ptr[(x * 3) + y * data.Stride] = rgb.b;
ptr[(x * 3) + y * data.Stride + 1] = rgb.g;
ptr[(x * 3) + y * data.Stride + 2] = rgb.r;
}
});

unsafe image noise removal in c# (error : Bitmap region is already locked)

public unsafe Bitmap MedianFilter(Bitmap Img)
{
int Size =2;
List<byte> R = new List<byte>();
List<byte> G = new List<byte>();
List<byte> B = new List<byte>();
int ApetureMin = -(Size / 2);
int ApetureMax = (Size / 2);
BitmapData imageData = Img.LockBits(new Rectangle(0, 0, Img.Width, Img.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppRgb);
byte* start = (byte*)imageData.Scan0.ToPointer ();
for (int x = 0; x < imageData.Width; x++)
{
for (int y = 0; y < imageData.Height; y++)
{
for (int x1 = ApetureMin; x1 < ApetureMax; x1++)
{
int valx = x + x1;
if (valx >= 0 && valx < imageData.Width)
{
for (int y1 = ApetureMin; y1 < ApetureMax; y1++)
{
int valy = y + y1;
if (valy >= 0 && valy < imageData.Height)
{
Color tempColor = Img.GetPixel(valx, valy);// error come from here
R.Add(tempColor.R);
G.Add(tempColor.G);
B.Add(tempColor.B);
}
}
}
}
}
}
R.Sort();
G.Sort();
B.Sort();
Img.UnlockBits(imageData);
return Img;
}
I tried to do this. but i got an error call "Bitmap region is already locked" can anyone help how to solve this. (error position is highlighted)
GetPixel is the slooow way to access the image and doesn't work (as you noticed) anymore if someone else starts messing with the image buffer directly. Why would you want to do that?
Check Using the LockBits method to access image data for some good insight into fast image manipulation.
In this case, use something like this instead:
int pixelSize = 4 /* Check below or the site I linked to and make sure this is correct */
byte* color =(byte *)imageData .Scan0+(y*imageData .Stride) + x * pixelSize;
Note that this gives you the first byte for that pixel. Depending on the color format you are looking at (ARGB? RGB? ..) you need to access the following bytes as well. Seems to suite your usecase anyway, since you just care about byte values, not the Color value.
So, after having some spare minutes, this is what I'd came up with (please take your time to understand and check it, I just made sure it compiles):
public void SomeStuff(Bitmap image)
{
var imageWidth = image.Width;
var imageHeight = image.Height;
var imageData = image.LockBits(new Rectangle(0, 0, imageWidth, imageHeight), ImageLockMode.ReadOnly, PixelFormat.Format32bppRgb);
var imageByteCount = imageData.Stride*imageData.Height;
var imageBuffer = new byte[imageByteCount];
Marshal.Copy(imageData.Scan0, imageBuffer, 0, imageByteCount);
for (int x = 0; x < imageWidth; x++)
{
for (int y = 0; y < imageHeight; y++)
{
var pixelColor = GetPixel(imageBuffer, imageData.Stride, x, y);
// Do your stuff
}
}
}
private static Color GetPixel(byte[] imageBuffer, int imageStride, int x, int y)
{
int pixelBase = y*imageStride + x*3;
byte blue = imageBuffer[pixelBase];
byte green = imageBuffer[pixelBase + 1];
byte red = imageBuffer[pixelBase + 2];
return Color.FromArgb(red, green, blue);
}
This
Relies on the PixelFormat you used in your sample (regarding both the pixelsize/bytes per pixel and the order of the values). If you change the PixelFormat this will break.
Doesn't need the unsafe keyword. I doubt that it makes a lot of difference, but you are free to use the pointer based access instead, the method would be the same.

using 3x3 Median filter in c#

Hello friends am trying to apply 3x3 median filter to fingerprint image of appxo 500x500.
I am using pointers to acess the image data. But i realy cant figure out how to do it. I know the concept very well, but if u guyz help me out in code it will be great help. I searched on net, but i dint get any help. thank you
public void medianfilter(Bitmap image)
{
Byte[,] rtemp = new Byte[3, 3];
Byte[,] gtemp = new Byte[3, 3];
Byte[,] btemp = new Byte[3, 3];
BitmapData data = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
int stride = data.Stride;
unsafe {
byte* imgPtr = (byte*)(void*)(data.Scan0);
int nOffset = stride - image.Width * 3;
for (int i = 0; i < image.Width; i++)
{
for (int j = 0; j < image.Height; j++)
{
for (int x = i; x < 3 + i; x++)
{
for (int y = j; y < 3 + j; y++) {
rtemp[x, y] = imgPtr[0];
gtemp[x, y] = imgPtr[1];
btemp[x, y] = imgPtr[2];
imgPtr += 3; } } imgPtr += nOffset;
}
}
}
}
First of all you are not modifying the Bitmap at all!
You need to dereference the pointer before to apply the change and then you have to UNLOCK the bitmap...
Here's what I had in my old computer graphics course. Modify it as needed.
unsafe
{
//Go to first pixel, the cast is important
byte* p = (byte*)imageData.Scan0.ToPointer();
//For each line
for (int y = 0; y < bmp.Height; y++)
{
//For each pixel (bmp.Width * 3) because jpg has R, G, and B value if the bitmap has an alpha do a *4 multiplier
for (int x = 0; x < bmp.Width * 3; x++)
{
//Invert from the original image
*p = (byte)(255 - *p);
//Go to next pointer
p++;
}
//Move pointer to the right end of the line and then go down to a new line
//Skip the unused space
p += offset;
}
}
bmp.UnlockBits(imageData);
bmp.Save(path);
Hope it helps!

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