I'm trying to do some automated processing of PNG files that takes in an RGBa .png file and outputs two jpeg files: 1 that is just the RGB channels and the other that is just the alpha channel, as a greyscale image.
Is there any way to do this in C# natively? If a third party library is required, that is fine as long as it's free/open source, but I would prefer to just do it directly with GDI or something.
Here is my working code:
/// <summary>
/// Split PNG file into two JPGs (RGB and alpha)
/// </summary>
private void SplitPngFileIntoRGBandAplha(string imagePath)
{
try
{
// Open original bitmap
var bitmap = new Bitmap(imagePath);
// Rectangle
var rect = new Rectangle(0, 0, bitmap.Width, bitmap.Height);
// Get RGB bitmap
var bitmapInRgbFormat = bitmap.Clone(rect, PixelFormat.Format32bppRgb);
// Read bitmap data
BitmapData bmData = bitmap.LockBits(rect, ImageLockMode.ReadOnly, bitmap.PixelFormat);
// Prepare alpha bitmap
var alphaBitmap = new Bitmap(bmData.Width, bmData.Height, PixelFormat.Format32bppRgb);
for (int y = 0; y <= bmData.Height -1; y++)
{
for (int x = 0; x <= bmData.Width -1; x++)
{
Color PixelColor = Color.FromArgb(Marshal.ReadInt32(bmData.Scan0, (bmData.Stride * y) + (4 * x)));
if (PixelColor.A > 0 & PixelColor.A <= 255)
{
alphaBitmap.SetPixel(x, y, Color.FromArgb(PixelColor.A, PixelColor.A, PixelColor.A, PixelColor.A));
}
else
{
alphaBitmap.SetPixel(x, y, Color.FromArgb(0, 0, 0, 0));
}
}
}
bitmap.UnlockBits(bmData);
// Prepare JPG format
ImageCodecInfo jgpEncoder = GetEncoder(ImageFormat.Jpeg);
var encoder = Encoder.Quality;
var encoderParameters = new EncoderParameters(1);
var encoderParameter = new EncoderParameter(encoder, 100L);
encoderParameters.Param[0] = encoderParameter;
// Save RGB bitmap
bitmapInRgbFormat.Save(imagePath.Replace("png", "jpg"), jgpEncoder, encoderParameters);
// Save Alpha bitmpa
alphaBitmap.Save(imagePath.Replace(".png", "_alpha.jpg"), jgpEncoder, encoderParameters);
bitmap.Dispose();
bitmapInRgbFormat.Dispose();
bitmap.Dispose();
// Delete bitmap
System.IO.File.Delete(imagePath);
}
catch(Exception e)
{
// Handle exception
}
}
Option - load to Bitmap, clone to get RGB only, than manually grab bits with LockBits and extract alpha channel to create new greyscale bitmap from it.
// get RGB copy
var bitmapInRgbFormat = loadedBitmap.Clone(
new Rectangle(0, 0, loadedBitmap.Width, loadedBitmap.Height),
PixelFormat.Format32bppRgb)
Related
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 am creating placeholder images in certain sizes that will be used as Data URIs
Bitmap bitmap = new Bitmap(16, 10);
I have done some research, but can't find a good way of saving this bitmap as the smallest possible filesize, which is why I want an 8bit PNG.
My question is: How can I save this bitmap into a file/bytearray/stream as an 8bit PNG? Any good libraries?
You can do this with nQuant (which you can install with nuget, or see references below). The following example converts an image on disk and would be readily adapted to meet your needs.
public static bool TryNQuantify(string inputFilename, string outputFilename)
{
var quantizer = new nQuant.WuQuantizer();
var bitmap = new Bitmap(inputFilename);
if (bitmap.PixelFormat != System.Drawing.Imaging.PixelFormat.Format32bppArgb)
{
ConvertTo32bppAndDisposeOriginal(ref bitmap);
}
try
{
using (var quantized = quantizer.QuantizeImage(bitmap))
{
quantized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Png);
}
}
catch
{
return false;
}
finally
{
bitmap.Dispose();
}
return true;
}
private static void ConvertTo32bppAndDisposeOriginal(ref Bitmap img)
{
var bmp = new Bitmap(img.Width, img.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
using (var gr = Graphics.FromImage(bmp))
gr.DrawImage(img, new Rectangle(0, 0, img.Width, img.Height));
img.Dispose();
img = bmp;
}
For more information see:
https://github.com/mcychan/nQuant.cs
https://code.msdn.microsoft.com/windowsdesktop/Convert-32-bit-PNGs-to-81ef8c81
I like the FreeImage project, it is light weight and easy to use. Below is an example of creating a transparent png. You could easily wrap this in a method and set the width and height and transparency value.
//create a new bit map
FIBITMAP dib = new FIBITMAP();
//allocate a 16x10 bitmap with 8bit depth
dib = FreeImage.Allocate(16, 10, 8);
//set the transpareny
byte[] Transparency = new byte[1];
Transparency[0] = 0x00;
FreeImage.SetTransparencyTable(dib, Transparency);
//save the bitmap
FreeImage.Save(FREE_IMAGE_FORMAT.FIF_PNG, dib, "C:\\temp\\tp.png", FREE_IMAGE_SAVE_FLAGS.DEFAULT);
If all you need is a small transparent image, why stop at 8 bit? You can go straight down to 1 bit! You only need one colour anyway, and it'll be even smaller.
In fact, you don't even need to do anything special for that. Since the pixels on a new indexed bitmap will all default to 0, meaning they reference its first palette colour, all you need to do is make a new 1bpp image, and set that first palette colour to transparent:
public static Bitmap MakePlaceholderImage(Int32 width, Int32 height)
{
Bitmap bm = new Bitmap(width, height, PixelFormat.Format1bppIndexed);
// This colour can't be assigned directly since the .Palette getter actually makes a copy of the palette.
ColorPalette pal = bm.Palette;
pal.Entries[0] = Color.Transparent;
bm.Palette = pal;
return bm;
}
I experimented a bit with this, and, saved as png, the end result seemed to consistently be 8 times smaller than the result of the same code executed with 8bpp. For a 5000x5000 image, the file size as png was barely over 3 KiB.
Google search led me to a 6 year old thread and I can't find my solution. It should've been possible 6 years as well, as it uses the System.Drawing Libraray of the .Net Framework.
This example code should help anyone who want to write an 8 bit indexed png.
static class SaveImages
{
public static void SaveGrayImage(Bitmap srcImg, string name)
{
Bitmap grayImg = new Bitmap(srcImg.Width, srcImg.Height, PixelFormat.Format8bppIndexed);
var pal = grayImg.Palette;
foreach (int i in Enumerable.Range(0, 256))
pal.Entries[i] = Color.FromArgb(255, i, i, i);
grayImg.Palette = pal;
var data = grayImg.LockBits(new Rectangle(0, 0, srcImg.Width, srcImg.Height), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
var bytes = new byte[data.Stride * data.Height];
foreach (int y in Enumerable.Range(0, srcImg.Height))
{
foreach (int x in Enumerable.Range(0, srcImg.Width))
{
var colour = srcImg.GetPixel(x, y);
var c = (int)colour.R + (int)colour.G + (int)colour.B;
c /= 3;
bytes[data.Stride * y + x] = (byte)c;
}
}
Marshal.Copy(bytes, 0, data.Scan0, bytes.Length);
grayImg.Save(name, ImageFormat.Png);
}
}
Edit: To add transparency dabble with the color palette.
1) Create your bitmap with 8 bit per pixel format:
Bitmap bmp = new Bitmap(20, 20, System.Drawing.Imaging.PixelFormat.Format8bppIndexed);
See PixelFormat for more formats.
2) Draw to the bitmap ...
3) Then save it as PNG:
bmp.Save(#"c:\temp\xyz.png", System.Drawing.Imaging.ImageFormat.Png);
The created file will have the same pixel format as bmp (8 bit)
Please see my code below.
I want to create a Byte array with data that I can convert into a real image. When I try to run this code I get an argumentException. What do I need to do in the For loop in order to create a legitimate Byte array that will hold data of an image? I don't want to use a real image and convert it to byte array, I want to create an image form random numbers.
Random Rnd = new Random();
public MainWindow()
{
InitializeComponent();
}
private void Button_Click_1(object sender, RoutedEventArgs e)
{
Byte[] ByteArray = new Byte[1000];
for (int i = 0; i < 1000; i++)
{
ByteArray[i] = Convert.ToByte(Rnd.Next(9));
}
ImageConverter Convertor = new ImageConverter();
BitmapImage image = (BitmapImage)Convertor.ConvertFrom(ByteArray);
MyImage.Source = image;
}
Notice please that I don't want to work with WinForms types or libraries like system.drawing / bitmap - I only want to use WPF technology.
This is the solution you are looking for, using only WPF technology.
Note that the constant value of 16 used in the stride parameter calculation comes directly from the fact that I am using a 16-bit pixel format.
private void Button_Click_1(object sender, RoutedEventArgs e)
{
Random rnd = new Random();
Byte[] ByteArray = new Byte[(int)MyImage.Width * (int)MyImage.Height * 3];
rnd.NextBytes(ByteArray);
var image = BitmapSource.Create((int) MyImage.Width, (int) MyImage.Height, 72, 72,
PixelFormats.Bgr565, null, ByteArray, (4*((int)MyImage.Width * 16 + 31)/32));
MyImage.Source = image;
}
This just might do the trick for you:
private static Bitmap GenBitmap(int width, int height) {
int ch = 3; //number of channels (ie. assuming 24 bit RGB in this case)
Random rnd = new Random();
int imageByteSize = width * height * ch;
byte[] imageData = new byte[imageByteSize]; //your image data buffer
rnd.NextBytes(imageData); //Fill with random bytes;
Bitmap bitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
BitmapData bmData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadWrite, bitmap.PixelFormat);
IntPtr pNative = bmData.Scan0;
Marshal.Copy(imageData, 0, pNative, imageByteSize);
bitmap.UnlockBits(bmData);
return bitmap;
}
I'm not sure how Converter.ConvertFrom works but I prefer to do my bitmaps the lower-level way with Bitmap.LockBits() and a little Marshal.Copy().
See this method:
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
static Bitmap CreateRandomBitmap(Size size)
{
// Create a new bitmap for the size requested.
var bitmap = new Bitmap(size.Width, size.Height, PixelFormat.Format32bppArgb);
// Lock the entire bitmap for write-only acccess.
var rect = new Rectangle(0, 0, size.Width, size.Height);
var bitmapData = bitmap.LockBits(rect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * size.Height;
var bitmapBytes = new byte[numberOfBytes];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < size.Width; x++)
{
for (int y = 0; y < size.Height; y++)
{
// Get the index of the byte for this pixel (x/y).
var i = ((y * size.Width) + x) * 4; // 32bpp
// Generate the next random pixel color value.
var value = (byte)random.Next(9);
bitmapBytes[i] = value; // BLUE
bitmapBytes[i + 1] = value; // GREEN
bitmapBytes[i + 2] = value; // RED
bitmapBytes[i + 3] = 0xFF; // ALPHA
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, numberOfBytes);
// Unlock the bitmap, we're all done.
bitmap.UnlockBits(bitmapData);
return bitmap;
}
Then you can do something like this:
public void Run()
{
using(var bitmap = CreateRandomBitmap(new Size(64, 64)))
{
bitmap.Save("random.png", ImageFormat.Png);
}
}
You can't use random bytes to create an image, because each type of image (bmp, jpeg, png) is constructed with a certain format. The code wouldn't know how to interpret random bytes.
http://en.wikipedia.org/wiki/Image_file_formats
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.
I have a byte[] array received in TCP Client.The array contains a 24-bit RGB Bitmap file.How to create that bitmap file with given Width ,Height and data?
In C++ I use this
int WriteBitmapFile(const char *filename, int width, int height, unsigned char *imageData)
{
FILE *filePtr; // file pointer
BITMAPFILEHEADER bitmapFileHeader; // bitmap file header
BITMAPINFOHEADER bitmapInfoHeader; // bitmap info header
DWORD imageIdx; // used for swapping RGB->BGR
unsigned char tempRGB; // used for swapping
// open file for writing binary mode
filePtr = fopen(filename, "wb");
if (!filePtr)
return 0;
// define the bitmap file header
bitmapFileHeader.bfSize = sizeof(BITMAPFILEHEADER);
bitmapFileHeader.bfType = 0x4D42;
bitmapFileHeader.bfReserved1 = 0;
bitmapFileHeader.bfReserved2 = 0;
bitmapFileHeader.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
// define the bitmap information header
bitmapInfoHeader.biSize = sizeof(BITMAPINFOHEADER);
bitmapInfoHeader.biPlanes = 1;
bitmapInfoHeader.biBitCount = 32; // 24-bit
bitmapInfoHeader.biCompression = BI_RGB; // no compression
bitmapInfoHeader.biSizeImage = width * abs(height) * 4; // width * height * (RGB bytes)
bitmapInfoHeader.biXPelsPerMeter = 0;
bitmapInfoHeader.biYPelsPerMeter = 0;
bitmapInfoHeader.biClrUsed = 0;
bitmapInfoHeader.biClrImportant = 0;
bitmapInfoHeader.biWidth = width; // bitmap width
bitmapInfoHeader.biHeight = height; // bitmap height
// switch the image data from RGB to BGR
for(imageIdx = 0; imageIdx < bitmapInfoHeader.biSizeImage; imageIdx+=4)
{
tempRGB = imageData[imageIdx];
imageData[imageIdx] = imageData[imageIdx + 2];
imageData[imageIdx + 2] = tempRGB;
}
// write the bitmap file header
fwrite(&bitmapFileHeader, 1, sizeof(BITMAPFILEHEADER), filePtr);
// write the bitmap info header
fwrite(&bitmapInfoHeader, 1, sizeof(BITMAPINFOHEADER), filePtr);
// write the image data
fwrite(imageData, 1, bitmapInfoHeader.biSizeImage, filePtr);
// close our file
fclose(filePtr);
// Success
return 1;
}
How could I do that in C#?
If the array actually contains a bitmap file, then you can just save the bytes as a file:
File.WriteAllBytes(fileName, imageData);
If the array contains only raw pixel data, you can create a Bitmap object using the data:
unsafe {
fixed (byte* ptr = imageData) {
using (Bitmap image = new Bitmap(width, height, stride, PixelFormat.Format24bppRgb, new IntPtr(ptr))) {
image.Save(fileName);
}
}
}
The stride value is the number of bytes between the scan lines. If there is no padding between the scan lines, it's width * 3 for a 24bpp format.
This method uses the data in the array without creating another copy of the entire image in memory (which is why it needs the stride value).
If the bitmap data is stored upside down in the array, the stride value should be negative, and the pointer should be the start of the last scan line in memory (ptr + stride * (height - 1)).
I can't test it using the stream you will be receiving, but this should work.
int WriteBitmapFile(string filename, int width, int height, byte[] imageData)
{
using (var stream = new MemoryStream(imageData))
using (var bmp = new Bitmap(width, height, PixelFormat.Format24bppRgb))
{
BitmapData bmpData = bmp.LockBits(new Rectangle(0, 0,
bmp.Width,
bmp.Height),
ImageLockMode.WriteOnly,
bmp.PixelFormat);
Marshal.Copy(imageData, 0, bmpData.Scan0, imageData.Length);
bmp.UnlockBits(bmpData);
bmp.Save(filename);
}
return 1;
}
I'd recommend making a Bitmap in C#, and letting it save itself.
For an example, see this post. (Particularly, the last response is correct.)
this is one way of doing it, here i have created a custom Event args that contains the size at which the image was stored as a byte array. You may not need to bother with this, this was code i created to retreive images from a byte array that a gige camera was storing to so for me this made sence.
public Bitmap ShowImage(byte[] sender, EventImageParams e)
{
Bitmap bitmap = new Bitmap(e.width, e.height, PixelFormat.Format24bppRgb);
BitmapData bmData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadWrite, bitmap.PixelFormat);
IntPtr pNative = bmData.Scan0;
Marshal.Copy(sender, 0, pNative, (e.width * e.height * 3));
//
bitmap.UnlockBits(bmData);
return bitmap;
}