PixelBuffer.AsStream() method obsolete? - c#

I was checking the MS library.
and it looks like PixelBuffer.AsStream() is obsolete for the Universal App development.
I'm using Win10(build 10240) with VS2015 Community version.
Do I miss anything ?
Additionally, what's the best way to encode or write a stream into the WriteableBitmap from the bytes or integers array?
I was trying the method from the BitmapEncoder, but I could create it only this way:
BitmapEncoder enc = await BitmapEncoder.CreateForTranscodingAsync(fileStream, decoder);
enc.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Straight, W, H, 200, 200, sourcePixels);
and afterwards there was no modifications visible on the WriteableBitmap.
otherwise the framework was throwing exceptions(outside of my code)
Decoder was working fine and I've get all pixels properly decoded and streamed to byte[] sourcePixels array.

AsStream is not obsolete. It is valid as shown in the linked MSDN sample code. It is an extension method to make IBuffer management easier not directly a mother on IBuffer. See https://msdn.microsoft.com/en-us/library/system.runtime.interopservices.windowsruntime.windowsruntimebufferextensions.asstream(v=vs.110).aspx
To use it put the following using at the top of the source file:
using System.Runtime.InteropServices.WindowsRuntime
Then you'll be able to call PixelBuffer.AsStream as shown in the documentation's sample:
// Open a stream to copy the image contents to the WriteableBitmap's pixel buffer
using (Stream stream = Scenario4WriteableBitmap.PixelBuffer.AsStream())
{
await stream.WriteAsync(sourcePixels, 0, sourcePixels.Length);
}

InMemoryRandomAccessStream MStream = new InMemoryRandomAccessStream();
MStream.Size = (ulong)wb.PixelBuffer.Length;
UpdateAndRender(sourcePixels, null, elapsedTimeUnits);
Random Rand = new Random();
Rand.NextBytes(sourcePixels);
BitmapEncoder enc = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, MStream);
enc.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Straight, (uint)wb.PixelWidth, (uint)wb.PixelHeight, 200, 200, sourcePixels);
await enc.FlushAsync();
wb.SetSource(MStream);
This is answer how to write into the WriteableBitmap, but still one question is open :
Is PixelBuffer.AsStream() obsolete ?

Related

WriteableBitmap renders PNG incorrectly

I am having trouble rendering PNGs that use Palette as "Color Type". Here is some simple code to reproduce the issue:
private async System.Threading.Tasks.Task Fetch()
{
HttpClient httpClient = new HttpClient();
Uri uri = new Uri("http://static.splashnology.com/articles/How-to-Optimize-PNG-and-JPEG-without-Quality-Loss/PNG-Palette.png");
HttpResponseMessage response = await httpClient.GetAsync(uri);
if (response.StatusCode == HttpStatusCode.Ok)
{
try
{
var content = await response.Content.ReadAsBufferAsync();
WriteableBitmap image = await BitmapFactory.New(1, 1).FromStream(content.AsStream());
Rect destination = new Rect(0, 0, image.PixelWidth, image.PixelHeight);
Rect source = new Rect(0, 0, image.PixelWidth, image.PixelHeight);
WriteableBitmap canvas = new WriteableBitmap(image.PixelWidth, image.PixelHeight);
canvas.Blit(destination, image, source);
RadarImage.Source = canvas;
}
catch (Exception e)
{
System.Diagnostics.Debug.WriteLine(e.Message);
System.Diagnostics.Debug.WriteLine(e.StackTrace);
}
}
}
If I run that code using Windows Phone 8.1, the image appears using wrong colors. If I do the same test using a PNG that is using RGB as "Color Type", then everything is works fine.
I have looked at Codeplex forum and haven't seen any post related to that. I have reported it as an issue although it might be related to the way I'm rendering it. Is there any mistake in the way I'm using WriteableBitmap that could cause the wrong rendering?
UPDATE
According to this discussion
https://writeablebitmapex.codeplex.com/discussions/274445
the issue is related to an unexpected order of the bytes. These comments are from one and a half years ago, so I think there should be a proper fix somewhere...
The image that is rendered incorrectly is in the code above.
This one, using the same code, is rendered correctly.
http://www.queness.com/resources/images/png/apple_ex.png
The only difference between these two images is the "Color Type" property. The one that fails is set to "Palette" and the one rendered correctly is set to "RGB Alpha".
Thanks!
Carlos.
The problem appears to be in the FromStream extension, which seems to translate the paletted png to RGBA. As you note, WriteableBitmap wants BGRA. I suspect FromStream passes non-palette pngs' pixels unswizzled. This lets the apple start and finish as BGRA while the monkey ends up RGBA and draws with red and blue reversed.
You can bypass this problem by skipping FromStream and using a BitmapDecoder so you specify the format you want it to decode into:
// Read the retrieved image's bytes and write them into an IRandomAccessStream
IBuffer buffer = await response.Content.ReadAsBufferAsync();
var randomAccessStream = new InMemoryRandomAccessStream();
await randomAccessStream.WriteAsync(buffer);
// Decode the downloaded image as Bgra8 with premultiplied alpha
// GetPixelDataAsync lets us pass in the desired format and it'll do the magic to translate as it decodes
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(randomAccessStream);
var pixelData = await decoder.GetPixelDataAsync(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Premultiplied, new BitmapTransform(), ExifOrientationMode.IgnoreExifOrientation, ColorManagementMode.DoNotColorManage);
// Get the decoded bytes
byte[] imageData = pixelData.DetachPixelData();
// And stick them in a WriteableBitmap
WriteableBitmap image = new WriteableBitmap((int)decoder.PixelWidth,(int) decoder.PixelHeight);
Stream pixelStream = image.PixelBuffer.AsStream();
pixelStream.Seek(0, SeekOrigin.Begin);
pixelStream.Write(imageData, 0, imageData.Length);
// And stick it in an Image so we can see it.
RadarImage.Source = image;

Windows Store - Pixels Array

I am working at an app where I need to get the array of pixels from an Image and to edit the Image using the pixels array.
I am using the next code for getting the pixels array from the StorageFile object which indicates the image:
public static async Task<byte[]> GetPixelsArrayFromStorageFileAsync(
IRandomAccessStreamReference file)
{
using (IRandomAccessStream stream = await file.OpenReadAsync())
{
using (var reader = new DataReader(stream.GetInputStreamAt(0)))
{
await reader.LoadAsync((uint)stream.Size);
var pixelByte = new byte[stream.Size];
reader.ReadBytes(pixelByte);
return pixelByte;
}
}
}
Now, my questions are:
Why if I load a image which is 6000 x 4000 pixels I have an array of just 8,941,799 which is actually the size of my image on disk?
How can I access the RGBA channels of the pixels?
Your file has a compressed version of the bitmap, so you need to decode it first. I'd suggest loading it into a WriteableBitmap since you need to display it anyway and then access the PixelBuffer property of the bitmap to get the actual pixels. You could do something like this:
var writeableBitmap = new WriteableBitmap(1, 1);
await writeableBitmap.SetSourceAsync(yourFileStream);
var pixelStream = writeableBitmap.PixelBuffer.AsStream();
var bytes = new byte[pixelStream.Length];
pixelStream.Seek(0, SeekOrigin.Begin);
pixelStream.Read(bytes, 0, Bytes.Length);
// Update the bytes here. I think they follow the BGRA pixel format.
pixelStream.Seek(0, SeekOrigin.Begin);
pixelStream.Write(bytes, 0, bytes.Length);
writeableBitmap.Invalidate();
You can check the extension methods here and here to see how to work with the pixels.

How do I save WriteableBitmap as png image with transparency

I crop the circular area from the image for the avatar. I need to get pixels byte[] of the image and upload to the server in base64 format. Unfortunately method SaveJpeg() does not support transparency pixels outside the selected circle. I tried ImageTools library, but no other platform except WindowsPhone unable to create png image from the resulting byte[]. Is there a way to do this?
There is no platform API to do this. The ToolStack PNG library presents a lightweight solution.
http://toolstack.com/libraries/pngwriter
This code worked for me. Before you try, make sure that your writablebitmap has a transparent background (You can check by assigning to a image controller image source). If not, make the background transparent from the controller it was coming from.
var localFolder = Windows.Storage.ApplicationData.Current.LocalFolder;
var file = await localFolder.CreateFileAsync("temp.png", CreationCollisionOption.ReplaceExisting);
using (var ras = await file.OpenAsync(FileAccessMode.ReadWrite, StorageOpenOptions.None))
{
WriteableBitmap bitmap = imageSource;
var stream = bitmap.PixelBuffer.AsStream();
byte[] buffer = new byte[stream.Length];
await stream.ReadAsync(buffer, 0, buffer.Length);
BitmapEncoder encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, ras);
encoder.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Straight, (uint)bitmap.PixelWidth, (uint)bitmap.PixelHeight, 96.0, 96.0, buffer);
await encoder.FlushAsync();
}
Take a look at it!

WriteableBitmap PixelBuffer Stream Length Too Small

I'm running into an issue where I'm trying to copy the pixel buffer for one WriteableBitmap over to another WriteableBitmap essentially giving a copy of the WriteableBitmap object. However, when I try to do this I run into an issue where the second WriteableBitmap's stream length is too short to hold all the values of the first WriteableBitmap.
I posted my code below. Keep in mind that I'm capturing the original data from a webcam. However, when I compare the "ps" object's stream size to wb1 and wb2, ps's size is much smaller than both of them. What I'm confused about is why wb2 stream size is smaller than wb1's. Thanks for any help.
private MemoryStream originalStream = new MemoryStream();
WriteableBitmap wb1 = new WriteableBitmap((int)photoBox.Width, (int)photoBox.Height);
WriteableBitmap wb2 = new WriteableBitmap((int)photoBox.Width, (int)photoBox.Height);
ImageEncodingProperties imageProperties = ImageEncodingProperties.CreateJpeg();
var ps = new InMemoryRandomAccessStream();
await mc.CapturePhotoToStreamAsync(imageProperties, ps);
await ps.FlushAsync();
ps.Seek(0);
wb1.SetSource(ps);
(wb1.PixelBuffer.AsStream()).CopyTo(originalStream); // this works
originalStream.Position = 0;
originalStream.CopyTo(wb2.PixelBuffer.AsStream()); // this line gives me the error: "Unable to expand length of this stream beyond its capacity"
Image img = new Image();
img.Source = wb2; // my hope is to treat this as it's own entity and modify this image independently of wb1 or originalStream
photoBox.Source =wb1;
Note that when you do new WriteableBitmap(w, h) and then call SetSource() to an image of a different resolution - the bitmap's size will change (it won't be the w x h passed in the constructor). It's likely that your photoBox.Width/Height are different than what your CapturePhotoToStreamAsync() call returns (I am assuming the image is captured at the default or preconfigured camera settings, while photoBox is just a control on screen).
How about just doing someting like this
ps.Seek(0);
wb1.SetSource(ps);
ps.Seek(0);
wb2.SetSource(ps);
I think you should create a writter from the PixelBuffer and use it to copy the stream.
The AsStream method should be used to read the buffer, not to write into it.
Have a look to
http://social.msdn.microsoft.com/Forums/en-NZ/winappswithcsharp/thread/2b499ac5-8bc8-4259-a144-842bd756bfe2
for a piece of code

Metro APP - BitmapImage to Byte[] or Download Image from Web and convert it to a Byte[] Array

Is there a way to convert a BitmapImage (Windows.UI.Xaml.Media.BitmapImage) to an Byte[] Array? Nothing I've tried work....
Another possible scenario (if BitmapImage cannot be converted to Byte array) is to download the image from web and then convert it to an array...
But I don't know how I can do that...
It would be really nice, if someone have an idea.
Current try:
HttpClient http = new HttpClient();
Stream resp = await http.GetStreamAsync("http://localhost/img/test.jpg");
var ras = new InMemoryRandomAccessStream();
await resp.CopyToAsync(ras.AsStreamForWrite());
BitmapImage bi = new BitmapImage();
bi.SetSource(ras);
byte[] pixeBuffer = null;
using (MemoryStream ms = new MemoryStream())
{
int i = bi.PixelHeight;
int i2 = bi.PixelWidth;
WriteableBitmap wb = new WriteableBitmap(bi.PixelWidth, bi.PixelHeight);
Stream s1 = wb.PixelBuffer.AsStream();
s1.CopyTo(ms);
pixeBuffer = ms.ToArray();
}
But it doesn't work... i & i2 are always set to 0. So ras doesn't work correctly.... What's going on?
Thanks
In your code you're never waiting for the BitmapImage to load the image from the web, so it does not know its PixelWidth/PixelHeight when you access them. You could wait for it to load - for example using the AsyncUI library by calling "await bi.WaitForLoadedAsync()". This would not really help you here if you want to access the decoded pixels since BitmapImage does not give you access to the pixels and there is currently no API to convert a BitmapImage into a WriteableBitmap.
You can check an earlier question about the topic. You would need to get the image file from the web with something like HttpClient.GetAsync(), then load it using something like BitmapDecoder.

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