GDI+ Fails to save PNG C# - c#

Edit:
This appears to be a filesize issue. The filesize that I'm working with is 10600 x 700 pixels. This ends up being a ~280 MB bitmap. I've attempted saving significantly smaller file sizes (10x10) as PNG, where they correctly save out. Is there a size limitation that is being hit with GDI+?
Pretty much full code:
class Converter
{
/* Each PNG below is 50x50 */
private static readonly int BLOCK_SIZE = 50;
private static Dictionary<char, Bitmap> BlockLookup => new Dictionary<char, Bitmap>
{
{'R', new Bitmap("Content/Map/Blocks/RedBlock.png")},
{'G', new Bitmap("Content/Map/Blocks/GreenBlock.png")},
{'B', new Bitmap("Content/Map/Blocks/BlueBlock.png")},
{'P', new Bitmap("Content/Map/Blocks/PurpleBlock.png")},
{'Y', new Bitmap("Content/Map/Blocks/YellowBlock.png")},
{'O', new Bitmap("Content/Map/Blocks/OrangeBlock.png")}
};
public void Convert(string textFilePath, string outputDirectory)
{
List<string> fileContents = new List<string>();
/* Irrelevant loading code snipped, loads text file into fileContents */
int width = fileContents.Max(line => line.Length) * BLOCK_SIZE; // 10600
int height = fileContents.Count * BLOCK_SIZE; // 700
/* Try to convert our text-file-as-image into a real image, mapping chars to their blocks */
using (Bitmap bitmap = new Bitmap(width, height))
{
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.Clear(Color.WhiteSmoke);
graphics.SmoothingMode = SmoothingMode.AntiAlias;
for (int y = 0; y < fileContents.Count; ++y)
{
for (int x = 0; x < fileContents[y].Length; ++x)
{
char currentCharacter = fileContents[y][x];
if (!blockLookup.ContainsKey(currentCharacter))
{
continue;
}
Bitmap mapBlock = blockLookup[currentCharacter];
var mapX = x * BLOCK_SIZE;
var mapY = y * BLOCK_SIZE;
graphics.DrawImage(mapBlock, new Point(mapX, mapY));
}
}
graphics.Flush(FlushIntention.Sync);
graphics.Save();
}
if (!Directory.Exists(outputDirectory))
{
Directory.CreateDirectory(outputDirectory);
}
bitmap.Save(outputDirectory + mapName, ImageFormat.Png);
}
}
}
I have the following code:
using (Bitmap bitmap = new Bitmap(width, height))
{
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.Clear(Color.WhiteSmoke);
/* SNIP, a bunch of image manipulation here */
graphics.Flush();
}
if (!Directory.Exists(outputDirectory))
{
Directory.CreateDirectory(outputDirectory);
}
bitmap.Save(outputDirectory + imageName, ImageFormat.Bmp);
}
This code works great. However, if I change the ImageFormat from ImageFormat.Bmp to be ImageFormat.Png, I get a "A generic error occurred in GDI+.". I've scoured stackoverflow and google. The files do not exist, the path does. I've deleted all output files. I've tried 64bit & 32bit builds. Even stuff like copying the Bitmap and writing to memory streams fails (the below does not work):
using (Bitmap bitmap = new Bitmap(width, height))
{
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.Clear(Color.WhiteSmoke);
/* SNIP, a bunch of image manipulation here */
graphics.Flush();
}
if (!Directory.Exists(outputDirectory))
{
Directory.CreateDirectory(outputDirectory);
}
using (MemoryStream memoryStream = new MemoryStream())
{
Bitmap temp = new Bitmap(bitmap);
temp.Save(memoryStream, ImageFormat.Png);
}
}
I'd really like to be able to output PNG files. However, there seems to be some issue that I'm unaware of with (my version?) of GDI and PNG files. Is there anything I can do to get PNG output?

Sorry, but your Code is working great - I tested it with VS 2013 Express for Win Desktop on Windows Server 2012 R2 - not a problem at all.
Test 1:
private int width = 10600;
private int height = 700;
using (Bitmap bitmap = new Bitmap(width, height))
{
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.Clear(Color.Black);
/* SNIP, a bunch of image manipulation here */
graphics.Flush();
}
bitmap.Save("image.png", ImageFormat.Png);
}
}
Test 2:
private int width = 10600;
private int height = 700;
using (Bitmap bitmap = new Bitmap(width, height))
{
using (Graphics graphics = Graphics.FromImage(bitmap))
{
graphics.Clear(Color.Black);
/* SNIP, a bunch of image manipulation here */
//I read a little around - maybe your graphics operations are out of sync?
graphics.Flush(FlushIntention.Sync);
graphics.Save();
}
using (MemoryStream memoryStream = new MemoryStream())
{
Bitmap temp = new Bitmap(bitmap);
//temp.Save("image.png", ImageFormat.Png); //this worked obviously
temp.Save(memoryStream, ImageFormat.Png);
pictureBox1.Image = Image.FromStream(memoryStream); //a huge black box appears - everything is working fine
}
}
}
Maybe you have a system-issue?
I meant to comment this, but not enough reputation =,(

Maybe this isn't worth as an answer and should be a comment. But I can move it if you want to :)
Indeeed Windows 7 has some problems with big pictures, not sure its GDI+ related or just deeper in the core. But I programmed a photoediting software for university and noticed, that I couldn't load and/or format pictures larger than ~180MB. I found a workaround by piping it in an array and slicing it. But I don't know if you can use that. If I find that code I will update this post.

Related

C# screen recorder reduce AVI video file size

I'm currently trying to make a screen recorder in C#, and so far it works but the problem is that something as simple as a 20second video will take about 1GB of space. I have it setup so a timer continuously takes screenshots with this method:
void takeScreenshot()
{
Rectangle bounds = Screen.FromControl(this).Bounds;
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
//Dispose of bitmap:
bitmap.Dispose();
}
}
And then it stores those pictures in a temporary folder in the D:// drive, and then when it's done it takes all the pictures and creates an AVI video out of them like this:
//Set bounds of video to screen size:
Rectangle bounds = Screen.FromControl(this).Bounds;
int width = bounds.Width;
int height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
//Create new video file:
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
//Make each screenshot into a video frame:
foreach (var imageLocation in inputImageSequence)
{
Bitmap imageFrame = System.Drawing.Image.FromFile(imageLocation) as Bitmap;
vFWriter.WriteVideoFrame(imageFrame);
imageFrame.Dispose();
}
vFWriter.Close();
}
//Delete the screenshots and temporary folder:
DeletePath(path);
Any help on reducing the inefficiency of this is appreciated, I'm fairly new to this kind of programming.

C# CopyFromScreen multiple times to same file

I am trying to take multiple screenshots and save them to a file. However, screenshots are taken decently often, and in order to not lose any of them, my current program will simply create a new file for every screenshot. Ideally, the program would simply "append" the most recent screenshot onto a single file every time.
Here is the code:
static Rectangle bounds = Screen.GetBounds(Point.Empty);
static Size rectSize = new Size(bounds.Width, bounds.Height);
public static void takeScreenshot(string path, int iteration, string filetype)
{
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
g.CopyFromScreen(Point.Empty, Point.Empty, new Size
(rectSize.Width * iteration, rectSize.Height));
}
bitmap.Save(path + filetype);
}
}
iteration was the amount of times the method has been called. I was trying to just shift the next screenshot over by one screenshot's width while keeping every other screenshot, but it seems to overwrite the file anyways. Is it possible to do this?
Try this..
string n = string.Format("{0:yyyy-MM-dd_hh-mm-ss-tt}", DateTime.Now);
bitmap.Save(path + n + filetype);
Like TheGeneral said, you will run out of memory quickly. And every time the file grows it has a chance of needing to be moved on disc wearing down your drives.
Also, opening and viewing huge image files can be very slow, your computer will not be able to handle it very quickly.
But here it is, maybe at least the AppendImage function could be used for something like generating particle sprite strips in games or something.
If you're appending a screenshot, I wouldn't append more than maybe 10 times, with 1080P monitor.
public enum AppendLocation
{
Before,
After
}
void AppendScreenToFile(string filename, AppendLocation appendLocation = AppendLocation.After)
{
Rectangle bounds = Screen.PrimaryScreen.Bounds;
using (Bitmap screenShot = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(screenShot))
{
g.CopyFromScreen(UpperLeftSource, Point.Empty, bounds.Size);
}
if (!File.Exists(filename))
{
screenShot.Save(filename, ImageFormat.Png);
return;
}
//Not using Image.FromFile as it blocks saving.
Image onDisc;
using (Stream fs = new FileStream(filename, FileMode.Open, FileAccess.Read))
onDisc = Image.FromStream(fs);
using (Image appended = appendLocation == AppendLocation.Before ? AppendImage(screenShot, onDisc) : AppendImage(onDisc, screenShot))
appended.Save(filename, ImageFormat.Png);
}
}
public enum AppendAxis
{
Vertical,
Horizontal
}
Bitmap AppendImage(Image image, Image append, AppendAxis axis = AppendAxis.Vertical)
{
Bitmap bitmap;
Rectangle destinationRect;
RectangleF imageBounds = new Rectangle(0, 0, image.Width, image.Height);
RectangleF appendRect = new Rectangle(0, 0, append.Width, append.Height);
pictureBox_Item4.BackgroundImage = image;
pictureBox_Item3.BackgroundImage = append;
switch (axis)
{
case AppendAxis.Vertical:
destinationRect = new Rectangle(0, image.Height, append.Width, append.Height);
bitmap = new Bitmap(image.Width, image.Height + append.Height);
break;
case AppendAxis.Horizontal:
destinationRect = new Rectangle(image.Width, 0, append.Width, append.Width);
bitmap = new Bitmap(image.Width + append.Width, image.Height);
break;
default:
throw new ArgumentException("AppendAxis is invalid.");
}
using (Graphics g = Graphics.FromImage(bitmap))
{
g.DrawImage(image, imageBounds, imageBounds, GraphicsUnit.Pixel);
g.DrawImage(append, destinationRect, appendRect, GraphicsUnit.Pixel);
return bitmap;
}
}

Combining Frames of a Tiff into a single png gives Out of Memory Exception C#

First, I save the frames of a tiff into a list of bitmaps:
public Bitmap SaveTiffAsTallPng(string filePathAndName)
{
byte[] tiffFile = System.IO.File.ReadAllBytes(filePathAndName);
string fileNameOnly = Path.GetFileNameWithoutExtension(filePathAndName);
string filePathWithoutFile = Path.GetDirectoryName(filePathAndName);
string filename = filePathWithoutFile + "\\" + fileNameOnly + ".png";
if (System.IO.File.Exists(filename))
{
return new Bitmap(filename);
}
else
{
List<Bitmap> bitmaps = new List<Bitmap>();
int pageCount;
using (Stream msTemp = new MemoryStream(tiffFile))
{
TiffBitmapDecoder decoder = new TiffBitmapDecoder(msTemp, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default);
pageCount = decoder.Frames.Count;
for (int i = 0; i < pageCount; i++)
{
System.Drawing.Bitmap bmpSingleFrame = Worker.BitmapFromSource(decoder.Frames[i]);
bitmaps.Add(bmpSingleFrame);
}
Bitmap bmp = ImgHelper.MergeImagesTopToBottom(bitmaps);
EncoderParameters eps = new EncoderParameters(1);
eps.Param[0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 16L);
ImageCodecInfo ici = Worker.GetEncoderInfo("image/png");
bmp.Save(filename, ici, eps);
return bmp;
}
}
}
Then I pass that list of bitmaps into a separate function to do the actual combining:
public static Bitmap MergeImagesTopToBottom(IEnumerable<Bitmap> images)
{
var enumerable = images as IList<Bitmap> ?? images.ToList();
var width = 0;
var height = 0;
foreach (var image in enumerable)
{
width = image.Width > width
? image.Width
: width;
height += image.Height;
}
Bitmap bitmap = new Bitmap(width, height, PixelFormat.Format16bppGrayScale);
Graphics g = Graphics.FromImage(bitmap);//gives Out of Memory Exception
var localHeight = 0;
foreach (var image in enumerable)
{
g.DrawImage(image, 0, localHeight);
localHeight += image.Height;
}
return bitmap;
}
But I usually get an Out of Memory Exception, depending on the number of frames in the tiff. Even just 5 images that are around 2550px by 3300px each are enough to cause the error. That's only around 42MB, which ends up saving as a png that is a total of 2,550px by 16,500px and is only 1.5MB on disk. I'm even using this setting in my web.config: <gcAllowVeryLargeObjects enabled=" true" /> Other details: I'm working on a 64bit Windows 7 with 16GB of RAM (and I normally run at around 65% of ram usage), and my code is running in Visual Studio 2013 in an asp.net MVC project. I'm running the project as 32 bit because I'm using Tessnet2 which is only available in 32 bit. Still, I figure I should have plenty of memory to handle much more than 5 images at a time. Is there a better way to go about this? I'd rather not have to resort to paid frameworks, if I can help it. I feel that this is something I should be able to do for free and with out-of-the-box .net code. Thanks!
TL;DR
Documentation for Graphics.FromImage says: This method also throws an exception if the image has any of the following pixel formats: Undefined, DontCare, Format16bppArgb1555, Format16bppGrayScale. So, use another format or try another Image library (which is not built on top of GDI+, like Emgu CV)
DETAILED
You're getting OutOfMemoryException, but it has nothing to do with a lack of memory. It's just how Windows GDI+ is working and how it's wrapped in .NET. We can see that Graphics.FromImage calls GDI+:
int status = SafeNativeMethods.Gdip.GdipGetImageGraphicsContext(new HandleRef(image, image.nativeImage), out gdipNativeGraphics);
And if status is not OK, it will throw an exception:
internal static Exception StatusException(int status)
{
Debug.Assert(status != Ok, "Throwing an exception for an 'Ok' return code");
switch (status)
{
case GenericError: return new ExternalException(SR.GetString(SR.GdiplusGenericError), E_FAIL);
case InvalidParameter: return new ArgumentException(SR.GetString(SR.GdiplusInvalidParameter));
case OutOfMemory: return new OutOfMemoryException(SR.GetString(SR.GdiplusOutOfMemory));
case ObjectBusy: return new InvalidOperationException(SR.GetString(SR.GdiplusObjectBusy));
.....
}
}
status in your scenario is equal to 3, so why it throws OutOfMemoryException.
To reproduce it I just tried to create Image from 16x16 Bitmap:
int w = 16;
int h = 16;
Bitmap bitmap = new Bitmap(w, h, PixelFormat.Format16bppGrayScale);
Graphics g = Graphics.FromImage(bitmap); // OutOfMemoryException here
I used windbg + SOSEX for .NET extension for analysis and here what I can see:
I do not have data to test with, so I can't test your code. However it seems clear that at least you can save memory in more than one obvious way here.
Make these changes:
First, don't read all bytes and use the MemoryStream: you're copying the whole file to memory, AND then creating the Decoder with BitmapCacheOption.Default, which should load the whole in-memory stream into the decoder yet again ...
Eliminate the tiffFile array. In the using statement, open a FileStream on the file; and create your decoder with BitmapCacheOption.None --- no in-memory store for the decoder.
Then you create a full list of BitMaps for every frame! Instead, get your target size by just iterating the frames on the Decoder (BitmapFrame has PixelWidth). Use this to create your target BitMap; and then iterate the frames and draw each one there: put each frame's BitMap in a using block and dispose each one right after you've drawn it to your target.
Move your local Bitmap bmp variable outside the using block so all of the prior gets freeable after you've created that BitMap. Then outside of the using block write that to your file.
It seems clear that you're making two whole copies of the whole image, plus making each BitMap for each frame, plus making the final BitMap ... That's a lot of brute-force copies. It's ALL inside the one using block, so nothing leaves memory until your finish writing the new file.
There may yet be a better way to pass Streams to decoders and make BitMaps with Streams also, that will not require dumping all of the bytes into memory.
public Bitmap SaveTiffAsTallPng(string filePathAndName) {
string pngFilename = Path.ChangeExtension(filePathAndName), "png");
if (System.IO.File.Exists(pngFilename))
return new Bitmap(pngFilename);
else {
Bitmap pngBitmap;
using (FileStream tiffFileStream = File.OpenRead(filePathAndName)) {
TiffBitmapDecoder decoder
= new TiffBitmapDecoder(
tiffFileStream,
BitmapCreateOptions.PreservePixelFormat,
BitmapCacheOption.None);
int pngWidth = 0;
int pngHeight = 0;
for (int i = 0; i < decoder.Frames.Count; ++i) {
pngWidth = Math.Max(pngWidth, decoder.Frames[i].PixelWidth);
pngHeight += decoder.Frames[i].PixelHeight;
}
bitmap = new Bitmap(pngWidth, pngHeight, PixelFormat.Format16bppGrayScale);
using (Graphics g = Graphics.FromImage(pngBitmap)) {
int y = 0;
for (int i = 0; i < decoder.Frames.Count; ++i) {
using (Bitmap frameBitMap = Worker.BitmapFromSource(decoder.Frames[i])) {
g.DrawImage(frameBitMap, 0, y);
y += frameBitMap.Height;
}
}
}
}
EncoderParameters eps = new EncoderParameters(1);
eps.Param[0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 16L);
pngBitmap.Save(
pngFilename,
Worker.GetEncoderInfo("image/png"),
eps);
return pngBitmap;
}
}

convert bitonal TIFF to bitonal PNG in C#

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.

Image resizing with GDI+

I'm really trying to nail out a little more performance out of this tidbit of code. It's not a heavly used bit of code but is used every time a new image is uploaded, and 4 times for each image (100px, 200px, 500px, 700px). So when there are any more than 2 or 3 images processing, it gets a little busy on the server. Also I'm trying to figure out how to make it correctly process images with a low resolution. Currently it just chops it off half way through, not plesent.
Examples: Original, large, xLarge
public static byte[] ResizeImageFile(byte[] imageFile, int targetSize)
{
using (System.Drawing.Image oldImage = System.Drawing.Image.FromStream(new MemoryStream(imageFile)))
{
Size newSize = CalculateDimensions(oldImage.Size, targetSize);
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height, PixelFormat.Format32bppRgb))
{
newImage.SetResolution(oldImage.HorizontalResolution, oldImage.VerticalResolution);
using (Graphics canvas = Graphics.FromImage(newImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage(oldImage, new Rectangle(new Point(0, 0), newSize));
MemoryStream m = new MemoryStream();
newImage.Save(m, ImageFormat.Jpeg);
return m.GetBuffer();
}
}
}
}
private static Size CalculateDimensions(Size oldSize, int targetSize)
{
Size newSize = new Size();
if (oldSize.Width > oldSize.Height)
{
newSize.Width = targetSize;
newSize.Height = (int)(oldSize.Height * (float)targetSize / (float)oldSize.Width);
}
else
{
newSize.Width = (int)(oldSize.Width * (float)targetSize / (float)oldSize.Height);
newSize.Height = targetSize;
}
return newSize;
}
Thanks for and help!
The first thought that comes to mind is, have you thought about Multithreading it? i.e. calling this method for each image (or batch of images) in a separate thread? That way, if your server has a few cores you can get things done quicker. Just a thought...
(Threading is a great tip.)
Try to call your method with the smallest possible image as input each time, instead of the original image. If the original image is, say 2000px, then create the 700px image from it and then use your newly created 700px image to create the 500px, etc...
With the HighQualityBicubic setting I doubt that you'll notice any difference in the 100px image. (But it of course it needs to be verified.)
For completeness, here is the solution to the second part of the question which was never answered. When processing a low resolution image the image was being cut off. The solution now, seems obvious. The problem lies in this bit of code from above:
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height,
PixelFormat.Format32bppRgb))
The problem being that I'm selecting the PixelFormat, not letting it be the format of the original image. The correct code is here:
public static byte[] ResizeImageFile(byte[] imageFile, int targetSize)
{
using (System.Drawing.Image oldImage = System.Drawing.Image.FromStream(new MemoryStream(imageFile)))
{
Size newSize = CalculateDimensions(oldImage.Size, targetSize);
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height,
oldImage.PixelFormat))
{
newImage.SetResolution(oldImage.HorizontalResolution,
oldImage.VerticalResolution);
using (Graphics canvas = Graphics.FromImage(newImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage(oldImage, new Rectangle(new Point(0, 0), newSize));
MemoryStream m = new MemoryStream();
newImage.Save(m, ImageFormat.Jpeg);
return m.GetBuffer();
}
}
}
}

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