I want to invert an Image object. Currently my code looks like this:
private Image Invert(Image img)
{
var bmpPicture = new Bitmap(img.Width, img.Height);
var iaPicture = new ImageAttributes();
var cmPicture = new ColorMatrix { Matrix00 = -1, Matrix11 = -1, Matrix22 = -1 };
iaPicture.SetColorMatrix(cmPicture);
var gfxPicture = Graphics.FromImage(img);
var rctPicture = new Rectangle(0, 0, img.Width, img.Height);
gfxPicture.DrawImage(img, rctPicture, 0, 0, img.Width, img.Height, GraphicsUnit.Pixel, iaPicture);
return bmpPicture;
}
However, when I run this, and show it in a PictureBox, the result is a black image. I'm running this in Visual Studio 2012 under Windows 8 Release preview. If there is a better way to do this, please let me know. Thanks.
Try this: http://mariusbancila.ro/blog/2009/11/13/using-colormatrix-for-creating-negative-image/
public Bitmap Transform(Bitmap source)
{
//create a blank bitmap the same size as original
Bitmap newBitmap = new Bitmap(source.Width, source.Height);
//get a graphics object from the new image
Graphics g = Graphics.FromImage(newBitmap);
// create the negative color matrix
ColorMatrix colorMatrix = new ColorMatrix(new float[][]
{
new float[] {-1, 0, 0, 0, 0},
new float[] {0, -1, 0, 0, 0},
new float[] {0, 0, -1, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {1, 1, 1, 0, 1}
});
// create some image attributes
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(colorMatrix);
g.DrawImage(source, new Rectangle(0, 0, source.Width, source.Height),
0, 0, source.Width, source.Height, GraphicsUnit.Pixel, attributes);
//dispose the Graphics object
g.Dispose();
return newBitmap;
}
Fast alternative to using a ColorMatrix for pixel manipulation:
public static void BitmapInvertColors(Bitmap bitmapImage)
{
var bitmapRead = bitmapImage.LockBits(new Rectangle(0, 0, bitmapImage.Width, bitmapImage.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppPArgb);
var bitmapLength = bitmapRead.Stride * bitmapRead.Height;
var bitmapBGRA = new byte[bitmapLength];
Marshal.Copy(bitmapRead.Scan0, bitmapBGRA, 0, bitmapLength);
bitmapImage.UnlockBits(bitmapRead);
for (int i = 0; i < bitmapLength; i += 4)
{
bitmapBGRA[i] = (byte)(255 - bitmapBGRA[i]);
bitmapBGRA[i + 1] = (byte)(255 - bitmapBGRA[i + 1]);
bitmapBGRA[i + 2] = (byte)(255 - bitmapBGRA[i + 2]);
// [i + 3] = ALPHA.
}
var bitmapWrite = bitmapImage.LockBits(new Rectangle(0, 0, bitmapImage.Width, bitmapImage.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppPArgb);
Marshal.Copy(bitmapBGRA, 0, bitmapWrite.Scan0, bitmapLength);
bitmapImage.UnlockBits(bitmapWrite);
}
VB version of Dan's Answer. It works like a charm !!
Public Function Transform(source As Bitmap) As Bitmap
'create a blank bitmap the same size as original
Dim newBitmap As New Bitmap(source.Width, source.Height)
'get a graphics object from the new image
Dim g As Graphics = Graphics.FromImage(newBitmap)
' create the negative color matrix
Dim colorMatrix As New ColorMatrix(New Single()() {New Single() {-1, 0, 0, 0, 0}, New Single() {0, -1, 0, 0, 0}, New Single() {0, 0, -1, 0, 0}, New Single() {0, 0, 0, 1, 0}, New Single() {1, 1, 1, 0, 1}})
' create some image attributes
Dim attributes As New ImageAttributes()
attributes.SetColorMatrix(colorMatrix)
g.DrawImage(source, New Rectangle(0, 0, source.Width, source.Height), 0, 0, source.Width, source.Height, _
GraphicsUnit.Pixel, attributes)
'dispose the Graphics object
g.Dispose()
Return newBitmap
End Function
You aren't setting Matrix33 or Matrix44. My understanding is that Matrix33 would be the alpha component, so I suspect you're making your entire image transparent.
Try setting Matrix33 = 1.
I used "SIMD Supported Vectors" to make a code faster then pointers.Its under System.Numerics namespace.But before using these classes you need to get the update for System.Numerics from NuGet.Just search for System.Numerics.Anyways thats my class to invert the image
public class VBitmap : IDisposable
{
public short Width { get; private set; }
public short Height { get; private set; }
public int Stride { get; private set; }
public int PixelLenght { get; private set; }
public byte BytesperPixel { get; private set; }
public PixelFormat PixelFormat { get; private set; }
public byte[] Pixels { get; private set; }
public VBitmap(string path)
{
using (Bitmap bmp = new Bitmap(path))
{
BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, bmp.PixelFormat);
Width = checked((short)bmp.Width);
Height = checked((short)bmp.Height);
Stride = bmpdata.Stride;
PixelLenght = Stride * Height;
BytesperPixel = checked((byte)(Stride / Width));
PixelLenght = (PixelLenght % 16) != 0 ? PixelLenght + (PixelLenght % 16) : PixelLenght;
PixelFormat = bmp.PixelFormat;
Pixels = new byte[PixelLenght];
Marshal.Copy(bmpdata.Scan0, Pixels, 0, PixelLenght);
bmp.UnlockBits(bmpdata);
}
}
~VBitmap()
{
Dispose();
}
public void InvertPixels()
{
byte[] resultarray = Pixels;
unsafe
{
fixed (byte* result_ptr = resultarray)
{
for (int i = 0; i < PixelLenght; i += 16)
(~new Vector<byte>(Pixels, i)).CopyTo(resultarray, i);
}
}
}
public void InvertPixels(string name)
{
byte[] resultarray = Pixels;
unsafe
{
fixed (byte* result_ptr = resultarray)
{
for (int i = 0; i < PixelLenght; i += 16)
(~new Vector<byte>(Pixels, i)).CopyTo(resultarray, i);
SaveImage(name);
}
}
}
public unsafe void SaveImage(string name)
{
fixed (byte* p_ptr = Pixels)
{
using (Bitmap resultbmp = new Bitmap(Width, Height, Stride, PixelFormat, (IntPtr)p_ptr))
{
resultbmp.Save(name, ImageFormat.Jpeg);
}
}
}
public void Dispose()
{
Width = 0;
Height = 0;
Stride = 0;
PixelLenght = 0;
BytesperPixel = 0;
Pixels = null;
GC.Collect();
}
}
Usage.Note:To get best performance from vectors you need to run your code on Release Mode:
static void Main(string[] args)
{
new VBitmap("testp.png").InvertPixels("qq.jpg");//Inverts the given bitmap and saves it.
}
By inverting, do you mean creating a negative? If yes here is a snippet:
public void ApplyInvert()
{
byte A, R, G, B;
Color pixelColor;
for (int y = 0; y < bitmapImage.Height; y++)
{
for (int x = 0; x < bitmapImage.Width; x++)
{
pixelColor = bitmapImage.GetPixel(x, y);
A = pixelColor.A;
R = (byte)(255 - pixelColor.R);
G = (byte)(255 - pixelColor.G);
B = (byte)(255 - pixelColor.B);
bitmapImage.SetPixel(x, y, Color.FromArgb((int)A, (int)R, (int)G, (int)B));
}
}
}
from: http://www.smokycogs.com/blog/image-processing-in-c-sharp-inverting-an-image/
If you want read more about your problem and color matrix, please proceed with the following link: https://web.archive.org/web/20141230042200/http://bobpowell.net/negativeimage.aspx
var gfxPicture = Graphics.FromImage(img);
==>
var gfxPicture = Graphics.FromImage(bmpPicture);
DrawImage could distort image, GetPixel is slow, Try WPF imaging API
Related
I am filling a Bitmap with color:
// Assume we have something like:
// Bitmap bitmap = new Bitmap(3, 2, PixelFormat.Format32bppArgb);
using (SolidBrush b = new SolidBrush(color))
{
using (System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(Bitmap))
{
g.FillRectangle(b, 0, 0, Bitmap.Width, Bitmap.Height);
}
}
However when I do something like Bitmap.GetPixel(0, 0) it will return a Color that is close -- but not identical -- to the color that I set in the brush. If I drop the alpha channel low enough on the Color, the RGB color channels will be zero. For example, Color.FromArgb(1, 2, 3, 4) as the brush color will yield a bitmap full of 1, 0, 0, 0. If I do Color.FromArgb(11, 22, 33, 44) then I get a bitmap with colors like 11, 22, 22, 44. As such, my unit tests are breaking. since I can't get a direct match.
Is there a way I can get this to fill the entire rectangle quickly with the exact solid color I provide? Speed is important, this is in a somewhat hot loop in the program so doing Bitmap.SetPixel(...) is out of the question. I'd rather not do unsafe unless there is no other way.
using System;
using System.Drawing;
using System.Drawing.Imaging;
public class Program
{
public static void Main()
{
Bitmap Bitmap = new Bitmap(3, 2, PixelFormat.Format32bppArgb);
using (SolidBrush b = new SolidBrush(Color.FromArgb(1, 2, 3, 4)))
{
using (System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(Bitmap))
{
g.FillRectangle(b, 0, 0, Bitmap.Width, Bitmap.Height);
}
}
var pixel = Bitmap.GetPixel(0, 0);
Console.WriteLine(pixel);
}
}
Use LockBits() and set the colors in the memory:
public static Bitmap Fill(Bitmap bmp, Color color)
{
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
System.Drawing.Imaging.BitmapData bmpData =
bmp.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadWrite,
bmp.PixelFormat);
IntPtr ptr = bmpData.Scan0;
int bytes = Math.Abs(bmpData.Stride) * bmp.Height;
byte[] rgbValues = new byte[bytes];
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes);
for (int i= 0; i< rgbValues.Length; i+= 4)
{
rgbValues[i] = color.A;
rgbValues[i] = color.B;
rgbValues[i] = color.G;
rgbValues[i] = color.R;
}
System.Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes);
bmp.UnlockBits(bmpData);
e.Graphics.DrawImage(bmp, 0, 0);
return bmp;
}
With the function below, I'm running into problems trying to access the WriteableBitmap.PixelBuffer property. The message I am getting is:
'WriteableBitmap' does not contain a definition for 'PixelBuffer' and no extension method 'PixelBuffer' accepting a first argument of type 'WriteableBitmap' could be found (are you missing a using directive or an assembly reference?)
I have read other places that I need to include
using System.Runtime.InteropServices.WindowsRuntime;
But when I use this include, nothing changes in my code. Looking through the references of my solution, I don't see anything like System.Runtime.InteropServices. Im frustrated as this seems to be the solution to other people trying to access the PixelBuffer of a WriteableBitmap.
private WriteableBitmap ChangeBrightness(WriteableBitmap source, byte change_value)
{
WriteableBitmap dest = new WriteableBitmap(source);
byte[] color = new byte[4];
using (Stream s = source.PixelBuffer.AsStream())
{
using (Stream d = dest.PixelBuffer.AsStream())
{
// read the pixel color
while (s.Read(color, 0, 4) > 0)
{
// color[0] = b
// color[1] = g
// color[2] = r
// color[3] = a
// do the adding algo per byte (skip the alpha)
for (int i = 0; i < 4; i++)
{
if ((int)color[i] + change_value > 255) color[i] = 255; else color[i] = (byte)(color[i] + change_value);
}
// write the new pixel color
d.Write(color, 0, 4);
}
}
}
// return the new bitmap
return dest;
}
Make sure you are referencing the assembly that package belongs to:
System.Runtime.WindowsRuntime assembly
I've ended up going about solving my original problem via other means. To adjust the brightness of my image, I ended up using this functions instead:
public ImageSource AdjustBrightness(BitmapImage Image, int Value, int mod)
{
Bitmap TempBitmap = BitmapImage2Bitmap(Image);
Bitmap NewBitmap = new Bitmap(TempBitmap.Width, TempBitmap.Height);
Graphics NewGraphics = Graphics.FromImage(NewBitmap);
float FinalValue = (float)Value / 255.0f;
float[][] FloatColorMatrix ={
new float[] {1, 0, 0, 0, 0},
new float[] {0, 1, 0, 0, 0},
new float[] {0, 0, 1, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {mod * FinalValue, mod * FinalValue, mod * FinalValue, 1, 1}
};
ColorMatrix NewColorMatrix = new ColorMatrix(FloatColorMatrix);
ImageAttributes Attributes = new ImageAttributes();
Attributes.SetColorMatrix(NewColorMatrix);
NewGraphics.DrawImage(TempBitmap, new Rectangle(0, 0, TempBitmap.Width, TempBitmap.Height), 0, 0, TempBitmap.Width, TempBitmap.Height, GraphicsUnit.Pixel, Attributes);
Attributes.Dispose();
NewGraphics.Dispose();
return Bitmap2BitmapImage(NewBitmap);
}
This is my bitmap code
Bitmap b = new Bitmap(columns, rows, PixelFormat.Format24bppRgb);
BitmapData bmd = b.LockBits(new Rectangle(0, 0, columns, rows), ImageLockMode.ReadWrite, b.PixelFormat);
How can i save this as a grayscale image ?
Well iam specifically interested in the saving part. How do i save it as a file ?
I've used a similar method to this before
http://www.codeproject.com/KB/graphics/quickgrayscale.aspx
e.g:
for (int Y = 0; Y < Size.Y; Y++)
{
PixelData_s* PPixel =
PixelAt(0, Y, ImageWidth, PBase);
for (int X = 0; X < Size.X; X++)
{
byte Value = (byte)((PPixel->Red + PPixel->Green + PPixel->Blue) / 3);
PPixel->Red = Value;
PPixel->Green = Value;
PPixel->Blue = Value;
PPixel++;
} // End for
} // End for
Basically sum the RGB component values for the given pixel and divide by 3. This requires unsafe keyword which is required for operations using pointers. You could avoid using pointers and simply do something like this:
for (int X = 0; X < Size.X; X++)
{
for (int Y = 0; Y < Size.Y; Y++)
{
Color C = WinBitmap.GetPixel(X, Y);
int Value = (C.R + C.G + C.B) / 3;
WinBitmap.SetPixel(X, Y, Color.FromArgb(Value, Value, Value));
} // End for
} // End for
but this is rather slow compared.
We have an imaging component which facilitates application of numerous "effects", including simple color manipulations - it is considerably quicker to simply apply a color transformation matrix than manually walking pixel-by-pixel, like so, for example...
private static ColorMatrix GrayscaleMatrix = new ColorMatrix(
new float[][]
{
new float[] {0.30f, 0.30f, 0.30f, 0, 0},
new float[] {0.59f, 0.59f, 0.59f, 0, 0},
new float[] {0.11f, 0.11f, 0.11f, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1}
}
);
public static void ApplyGrayscaleTransformation(string inputPath, string outputPath)
{
using (var image = Bitmap.FromFile(inputPath))
{
using (var graphics = Graphics.FromImage(image))
{
using (var attributes = new ImageAttributes())
{
attributes.SetColorMatrix(GrayscaleMatrix);
graphics.DrawImage(image,
new Rectangle(0,0,image.Width, image.Height),
0, 0, image.Width, image.Height, GraphicsUnit.Pixel,
attributes);
}
}
image.Save(outputPath);
}
}
The speed between this and unsafe methods are mostly negligible but can vary; it's worth testing cases when it gets to that point - one benefit is not having to compile with /unsafe.
I found a function how do this in this address
How to convert a colour image to grayscale
public Bitmap ConvertToGrayscale(Bitmap source)
{
Bitmap bm = new Bitmap(source.Width,source.Height);
for(int y=0;y<bm.Height;y++)
{
for(int x=0;x<bm.Width;x++)
{
Color c=source.GetPixel(x,y);
int luma = (int)(c.R*0.3 + c.G*0.59+ c.B*0.11);
bm.SetPixel(x,y,Color.FromArgb(luma,luma,luma));
}
}
return bm;
}
There are many links in google
like
https://web.archive.org/web/20110219113117/http://www.switchonthecode.com/tutorials/csharp-tutorial-convert-a-color-image-to-grayscale (WebArchive for broken link)
or
https://web.archive.org/web/20120707003826/http://www.dreamincode.net/code/snippet2570.htm (WebArchive for broken link)
I'm loading up an image into a BitmapImage and convert this into an array of PixelColor's. What I would like is to be able to manipulate some of these pixels to make them Lighter/Darker/Transparent but I can't seem to get it to work. It does work to set it to a certain color but the alpha channel is ignored.
It's a WPF app using C#4
Thanks!
And the code...
namespace BitmapTest {
using System;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows;
using System.Windows.Interop;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using Image = System.Windows.Controls.Image;
public partial class MainWindow {
public MainWindow() {
InitializeComponent();
LoadImage();
}
[DllImport("gdi32")]
private static extern int DeleteObject(IntPtr o);
public static BitmapSource LoadBitmap(Bitmap source) {
var ip = source.GetHbitmap();
try {
return Imaging.CreateBitmapSourceFromHBitmap(ip,
IntPtr.Zero, Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
} finally {
DeleteObject(ip);
}
}
private void LoadImage() {
var i = new Image();
var src = new BitmapImage();
src.BeginInit();
src.UriSource = new Uri("road.jpg", UriKind.Relative);
src.CacheOption = BitmapCacheOption.OnLoad;
src.EndInit();
var pixels = GetPixels(src);
for (var x = 0; x < Math.Min(50, pixels.GetLength(0)); x++) {
for (var y = 0; y < Math.Min(50, pixels.GetLength(1)); y++) {
pixels[x, y] = new PixelColor {Alpha = 100, Red = pixels[x, y].Red, Green = pixels[x, y].Green, Blue = pixels[x, y].Blue};
}
}
var bitmap = new WriteableBitmap(src.PixelWidth, src.PixelHeight, src.DpiX, src.DpiY, src.Format, src.Palette);
PutPixels(bitmap, pixels, 0, 0);
i.Source = bitmap;
i.Stretch = Stretch.Fill;
RootGrid.Children.Add(i);
}
public PixelColor[,] GetPixels(BitmapSource source) {
if (source.Format != PixelFormats.Bgra32)
source = new FormatConvertedBitmap(source, PixelFormats.Bgra32, null, 0);
var pixels = source.CopyPixels();
return pixels;
}
public void PutPixels(WriteableBitmap bitmap, PixelColor[,] pixels, int x, int y) {
var width = pixels.GetLength(0);
var height = pixels.GetLength(1);
var sourceRect = new Int32Rect(0, 0, width, height);
bitmap.WritePixels(sourceRect, pixels, width*4, x, y);
}
[StructLayout(LayoutKind.Sequential)]
public struct PixelColor {
public byte Blue;
public byte Green;
public byte Red;
public byte Alpha;
}
}
public static class BitmapSourceHelper {
public static MainWindow.PixelColor[,] CopyPixels(this BitmapSource source) {
if (source.Format != PixelFormats.Bgra32)
source = new FormatConvertedBitmap(source, PixelFormats.Bgra32, null, 0);
var pixels = new MainWindow.PixelColor[source.PixelWidth, source.PixelHeight];
var stride = source.PixelWidth * ((source.Format.BitsPerPixel + 7) / 8);
var pinnedPixels = GCHandle.Alloc(pixels, GCHandleType.Pinned);
source.CopyPixels(
new Int32Rect(0, 0, source.PixelWidth, source.PixelHeight),
pinnedPixels.AddrOfPinnedObject(),
pixels.GetLength(0) * pixels.GetLength(1) * 4,
stride);
pinnedPixels.Free();
return pixels;
}
}
}
Here is an example of lightening and darkening an image in a windows forms app. The code here is based the Brightness filter section of an article on The Code Project site: Image Processing for Dummies with C# and GDI+ Part 1.
public Bitmap Lighten(Bitmap bitmap, int amount)
{
if (amount < -255 || amount > 255)
return bitmap;
// GDI+ still lies to us - the return format is BGR, NOT RGB.
BitmapData bmData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
int stride = bmData.Stride;
System.IntPtr Scan0 = bmData.Scan0;
int nVal = 0;
unsafe
{
byte* p = (byte*)(void*)Scan0;
int nOffset = stride - bitmap.Width * 3;
int nWidth = bitmap.Width * 3;
for (int y = 0; y < bitmap.Height; ++y)
{
for (int x = 0; x < nWidth; ++x)
{
nVal = (int)(p[0] + amount);
if (nVal < 0) nVal = 0;
if (nVal > 255) nVal = 255;
p[0] = (byte)nVal;
++p;
}
p += nOffset;
}
}
bitmap.UnlockBits(bmData);
return bitmap;
}
private void btnLighten_Click(object sender, EventArgs e)
{
Bitmap image = pictureBox1.Image as Bitmap;
pictureBox1.Image = Lighten(image, 10);
}
private void btnDarken_Click(object sender, EventArgs e)
{
Bitmap image = pictureBox1.Image as Bitmap;
pictureBox1.Image = Lighten(image, -10);
}
This code would adjusts a given rectangle in the image, according to brightness, contrast, alpha, gamma:
Bitmap clonedImage = originalImage.Clone(rect, originalImage.PixelFormat);
float gamma = 1.0f; // no change in gamma
float adjustedBrightness = brightness - 1.0f;
// create matrix that will brighten and contrast the image
float[][] ptsArray ={
new float[] {contrast, 0, 0, 0, 0}, // scale red
new float[] {0, contrast, 0, 0, 0}, // scale green
new float[] {0, 0, contrast, 0, 0}, // scale blue
new float[] {0, 0, 0, alpha, 0},
new float[] {adjustedBrightness, adjustedBrightness, adjustedBrightness, 0, 1}};
var imageAttributes = new ImageAttributes();
imageAttributes.ClearColorMatrix();
imageAttributes.SetColorMatrix(new ColorMatrix(ptsArray), ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
imageAttributes.SetGamma(gamma, ColorAdjustType.Bitmap);
// Copy back to the original image from the cloned image
Graphics g = Graphics.FromImage(originalImage);
g.DrawImage(clonedImage, new Rectangle(0, 0, clonedImage.Width, clonedImage.Height)
, rect.left, rect.top, rect.Width, rect.Height,
GraphicsUnit.Pixel, imageAttributes);
g.Flush();
That is the solution to make a negative from a image in C# Windows Forms without any dlls and in a effective, fast way?
The best way to do this is directly accessing the pixels with bitmap data.
Just to add some timing details:
Performing Negate on an 8 Megapixel Image (on a 2.4 Ghz Core 2 Duo):
SetPixel (~22 seconds) - 220 Times slower
Color Matrix, Matajon's method below (~750 milliseconds) - 7 times slower
Directly accesing the bitmap data (~100 milliseconds) - Fastest
So, if you can't have unsafe code, then Color Matrix is much better than SetPixel.
public static void Negate(Bitmap image)
{
const int RED_PIXEL = 2;
const int GREEN_PIXEL = 1;
const int BLUE_PIXEL = 0;
BitmapData bmData = currentImage.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadWrite, image.PixelFormat);
try
{
int stride = bmData.Stride;
int bytesPerPixel = (currentImage.PixelFormat == PixelFormat.Format24bppRgb ? 3 : 4);
unsafe
{
byte* pixel = (byte*)(void*)bmData.Scan0;
int yMax = image.Height;
int xMax = image.Width;
for (int y = 0; y < yMax; y++)
{
int yPos = y * stride;
for (int x = areaSize.X; x < xMax; x++)
{
int pos = yPos + (x * bytesPerPixel);
pixel[pos + RED_PIXEL] = (byte)(255 - pixel[pos + RED_PIXEL]);
pixel[pos + GREEN_PIXEL] = (byte)(255 - pixel[pos + GREEN_PIXEL]);
pixel[pos + BLUE_PIXEL] = (byte)(255 - pixel[pos + BLUE_PIXEL]);
}
}
}
}
finally
{
image.UnlockBits(bmData);
}
}
If you are interested, here is the code for Color Matrix:
public static void Negate(Bitmap image)
{
Bitmap clone = (Bitmap) image.Clone();
using (Graphics g = Graphics.FromImage(image))
{
// negation ColorMatrix
ColorMatrix colorMatrix = new ColorMatrix(
new float[][]
{
new float[] {-1, 0, 0, 0, 0},
new float[] {0, -1, 0, 0, 0},
new float[] {0, 0, -1, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1}
});
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(colorMatrix);
g.DrawImage(clone, new Rectangle(0, 0, clone.Width, clone.Height),
0, 0, clone.Width, clone.Height, GraphicsUnit.Pixel, attributes);
}
}
Go through all the pixels one by one (Bitmap.GetPixel() or something) and subtract the RGB values from 0xff to create a pixel of negative color. Save this pixel to a new image or onto the same image using (Bitmap.SetPixel()) at the same position.
// Retrieve the image.
var image1 = new Bitmap(#"C:\Documents and Settings\All Users\"
+ #"Documents\My Music\music.bmp", true);
int x, y;
// Loop through the images pixels to reset color.
for(x=0; x<image1.Width; x++)
{
for(y=0; y<image1.Height; y++)
{
Color pixelColor = image1.GetPixel(x, y);
Color newColor = Color.FromArgb(0xff - pixelColor.R
, 0xff - pixelColor.G, 0xff - pixelColor.B);
image1.SetPixel(x, y, newColor);
}
}