Alright, I have an image coming through from an external application in an 8-bit indexed format. I need this image converted to a 24-bit format of the exact same size.
I've tried creating a new Bitmap of the same size and of type Format24bppRgb and then using a Graphics object to draw the 8-bit image over it before saving it as a Bmp. This approach doesn't error out but when I open the resulting image the BMP header has all kinds of funky values. The height and width are HUGE and, in addition, there are funny (and large) values for the compression flags and a few others. Unfortunately my particular requirements are to pass this file off to a specific printer driver that demands a 24-bit image with specific header values (which I'm trying to achieve through GDI+)
Anyone know of an example on "up-converting" an indexed file to a not-indexed 24-bit file? If not an example, which path should I start down to write my own?
-Kevin Grossnicklaus
kvgros#sseinc.com
I used the code below to "up-convert" an image from 8bpp to 24bpp. Inspecting the generated 24bpp file with a hex editor and comparing against the 8bpp file shows no difference in height and width in the two files. That is, the 8bpp image was 1600x1200, and the 24bpp image has the same values.
private static void ConvertTo24(string inputFileName, string outputFileName)
{
Bitmap bmpIn = (Bitmap)Bitmap.FromFile(inputFileName);
Bitmap converted = new Bitmap(bmpIn.Width, bmpIn.Height, PixelFormat.Format24bppRgb);
using (Graphics g = Graphics.FromImage(converted))
{
// Prevent DPI conversion
g.PageUnit = GraphicsUnit.Pixel
// Draw the image
g.DrawImageUnscaled(bmpIn, 0, 0);
}
converted.Save(outputFileName, ImageFormat.Bmp);
}
Everything else in the headers looks reasonable, and the images display identical on my system. What "funky values" are you seeing?
This is my conversion code. Notice the matching of resolution between source image and resulting image.
private void ConvertTo24bppPNG(Stream imageDataAsStream, out byte[] data)
{
using ( Image img = Image.FromStream(imageDataAsStream) )
{
using ( Bitmap bmp = new Bitmap(img.Width, img.Height, PixelFormat.Format24bppRgb) )
{
// ensure resulting image has same resolution as source image
// otherwise resulting image will appear scaled
bmp.SetResolution(img.HorizontalResolution, img.VerticalResolution);
using ( Graphics gfx = Graphics.FromImage(bmp) )
{
gfx.DrawImage(img, 0, 0);
}
using ( MemoryStream ms = new MemoryStream() )
{
bmp.Save(ms, ImageFormat.Png);
data = new byte[ms.Length];
ms.Position = 0;
ms.Read(data, 0, (int) ms.Length);
}
}
}
}
It seems odd that you're creating a Bitmap of the same width and height as your input, yet the generated BMP is much larger. Can you post some code?
The problem is probably the difference between the Vertical- and HorizontalResolution of your source image and your output image. If you load a 8bpp indexed bitmap with a resolution of 72 DPI, and then create a new 24bpp bitmap (default resolution will be 96 DPI... at least it is on my system) and then use Graphics.DrawImage to blit to the new bitmap, your image will appear slightly zoomed in and cropped.
Having said that, I don't know off the top of my head how to properly create the output Bitmap and/or Graphics object to scale properly when saved. I suspect it will have something to do with creating the images using a common scale like inches instead of pixels.
Related
What I'm trying to do:
Since in my bitmaps there are some unwanted white edges around the picture that result from anti-aliasing as pointed out from another user from stackoverflow.
I'm trying to convert an image that's inputted into a bitmap, convert bitmap into a Graphics object so that I can set the Smooth Mode to none, and then finally convert that Graphics object to a bitmap so that it can be copied by the user after setting it to the clipboard. I'm not sure if this is a good way of getting rid anti-aliasing in bitmaps but I'm definitely interested in improvements and suggestions.
The issue I'm facing:
The result of the image after is completely blank and does not contain any of the pixels that are previously found in the original bitmap. Here's the result:
This issue applies to all pictures no matter what their format is.
My code:
public PicGen(PictureBox pictureBox)
{
Clipboard.Clear();
Bitmap firstImage = new(pictureBox.Image, pictureBox.Width, pictureBox.Height);
RectangleF cloneRect = new RectangleF(0, 0, firstImage.Width, firstImage.Height);
System.Drawing.Imaging.PixelFormat format = firstImage.PixelFormat;
Bitmap cloneBitmap = firstImage.Clone(cloneRect, format);
Graphics AntiARemover = Graphics.FromImage(cloneBitmap);
AntiARemover.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
Bitmap finalImg = new(52, 52, AntiARemover);
Clipboard.SetImage(finalImg);
Color backColorBottom = firstImage.GetPixel(0, 0);
firstImage.ReplaceColor(backColorBottom, Color.FromArgb(54, 57, 63));
Bitmap finalImg = new(52, 52, AntiARemover);
From the documentation for this bitmap constructor:
The new Bitmap that this method creates takes its horizontal and vertical resolution from the DpiX and DpiY properties of g, respectively.
If you want create a new image with the content from another you need to call one of the DrawImage methods. You should also dispose your graphics object, and any temporary bitmaps you may use.
using var finalImg = new Bitmap(52,52);
using var graphics = Graphics.FromImage(finalImg);
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
graphics.DrawImage(cloneBitmap)
However, edge artifacts typically occur when combining two images using an alpha channel, see Premultiplied alpha. In your example I can only see one input image, so I'm really not sure what it is you are actually trying to do. If you need to convert to premultiplied alpha you can use the following code to convert the color for each pixel
premultiplied.R = (byte)(straight.R * straight.A / 255);
premultiplied.G = (byte)(straight.G * straight.A / 255);
premultiplied.B = (byte)(straight.B * straight.A / 255);
premultiplied.A = straight.A;
Tried this
var test = System.IO.Directory.GetFiles(#"D:\Downloaded Images\New folder",
"*.gif", SearchOption.AllDirectories).OrderBy(x => x).ToArray();
for (int i = 0; i < test.Length; i++)
{
Bitmap orig = new Bitmap(test[i]);
Bitmap clone = new Bitmap(orig.Width, orig.Height,
System.Drawing.Imaging.PixelFormat.Format8bppIndexed);
using (Graphics gr = Graphics.FromImage(clone))
{
gr.DrawImage(orig, new Rectangle(0, 0, clone.Width, clone.Height));
}
}
If I change this line to 24 it will work fine but the images are already Bit depth 24
System.Drawing.Imaging.PixelFormat.Format24bppRgb
When I change the line to 8
System.Drawing.Imaging.PixelFormat.Format8bppIndexed
I'm getting exception
On the line
using (Graphics gr = Graphics.FromImage(clone))
System.Exception: 'A Graphics object cannot be created from an image that has an indexed pixel format.'
There is no Format8bppRgb option.
There’s no Format8bppRgb option because 8-bit images are either grayscale without color, or color with a palette and therefore always indexed.
If your goal is to make an identical copy of the original 8-bit image, you can use the Clone() method like this:
System.Drawing.Bitmap orig = new System.Drawing.Bitmap(GifFile);
System.Drawing.Bitmap clone = orig.Clone(new System.Drawing.Rectangle(0, 0, orig.Width, orig.Height), System.Drawing.Imaging.PixelFormat.Format8bppIndexed);
However, if your goal is to use Graphics to draw other objects on the bitmap, you can convert the 8-bit image to 24-bit, draw on it, then convert it back to 8-bit. It is explained in Microsoft documentation here that Graphics.FromImage does not work if "the image has an indexed pixel format" like 8-bit.
Converting to 24-bit is fairly easy, but converting back to 8-bit can be tricky because you will need to create a suitable palette and match the colors to it so as not to lose too many of the original colors or change the appearance of the image.
If you want to use Graphics drawing without changing from 8-bit, you can use a professional imaging SDK like LEADTOOLS (disclosure: I work for its vendor). Here’s the code that does that:
System.Drawing.Bitmap orig = new System.Drawing.Bitmap(GifFile);
Leadtools.RasterImage LEADClone = Leadtools.Drawing.RasterImageConverter.ConvertFromImage(orig, Leadtools.Drawing.ConvertFromImageOptions.None);
Leadtools.Drawing.RasterImageGdiPlusGraphicsContainer container = new Leadtools.Drawing.RasterImageGdiPlusGraphicsContainer(LEADClone);
container.Graphics.DrawImage(orig, new System.Drawing.Rectangle(0, 0, orig.Width, orig.Height));
The SDK also contains the ColorResolutionCommand Class, which can convert to 8-bits (or any bits-per-pixel) and produce optimized palettes if needed.
If you would like to try LEADTOOLS, you can obtain a free evaluation here
I am converting a bunch of TIFF images to JPEG with the following code. I am having an issue that the image sizes are growing exponentially on black and white images with a lot of black specks on them. I have found out that the image coming in(TIFF) is PixelFormat Format1bppIndexed, but then it always saves them to JPEG as Format24bppRgb. Is there a way to always keep the PixelFormat of the original image so this issue doesn't occur? The PixelFormat of the original image is not always the same, as the images are color, b&W, grayscale.
public static string[] ConvertTiffToJpeg(string fileName)
{
using (Image imageFile = Image.FromFile(fileName))
{
var test = imageFile.PixelFormat;
FrameDimension frameDimensions = new FrameDimension(
imageFile.FrameDimensionsList[0]);
// Gets the number of pages from the tiff image (if multipage)
int frameNum = imageFile.GetFrameCount(frameDimensions);
string[] jpegPaths = new string[frameNum];
for (int frame = 0; frame < frameNum; frame++)
{
// Selects one frame at a time and save as jpeg.
imageFile.SelectActiveFrame(frameDimensions, frame);
using (Bitmap bmp = new Bitmap(imageFile))
{
jpegPaths[frame] = String.Format("{0}\\{1}{2}.jpg",
Path.GetDirectoryName(fileName),
Path.GetFileNameWithoutExtension(fileName),
frame);
bmp.Save(jpegPaths[frame], ImageFormat.Jpeg);
}
}
return jpegPaths;
}
}
The .jpg files will be 24-bit color or 8-bit grayscale. You can use 8-bit grayscale for 1 bpp black and white tiff images and save some space, but it's not possible to use indexed color or 1 bit per pixel with .jpg files.
Depending on the image target app, you may be able to save the 1 bpp tiff images as .png or .gif image instead of .jpg. That should be about as small as the tiff file if it is saved with indexed color or with 1 bpp.
I'm able to save the captured image from a barcode scanner using this code:
Microsoft.Win32.SaveFileDialog dlg = new Microsoft.Win32.SaveFileDialog();
dlg.DefaultExt = ".jpg";
dlg.Filter = "JPEG Images (.jpg)|*.jpg|All files (*.*)|*.*";
if (dlg.ShowDialog() == true)
{
using (FileStream file = File.OpenWrite(dlg.FileName))
{
file.Write(e.ImageBuffer, 0, e.ImageSize);
}
}
However, I would like to display the captured image using WPF but I get a distorted image.
private void _barcodeScannerInstance_SavePhotoEvent(object sender, ImageEventArgs e)
{
SetBitmap(e.ImageBuffer, 350, 263, 96);
}
private void SetBitmap(byte[] image, int width, int height, int dpi)
{
MainWindow.Instance.Dispatcher.Invoke(DispatcherPriority.Normal, (ThreadStart)delegate()
{
BitmapSource bitmapSource = BitmapSource.Create(
width, height, (double)dpi, (double)dpi, PixelFormats.Bgr24, null, image, ((width * 24 + 31) & ~31) >> 3);
HwModeScreen.BarcodeImageCanvas.Children.Clear();
Image myImage = new Image();
myImage.Width = HwModeScreen.BarcodeImageCanvas.ActualWidth;
myImage.Height = HwModeScreen.BarcodeImageCanvas.ActualHeight;
myImage.Stretch = Stretch.Fill;
myImage.Source = bitmapSource;
HwModeScreen.BarcodeImageCanvas.Children.Add(myImage);
});
Here is the image I see. It should be a black and white picture of a kleenex box.
Here is the saved jpg file:
did you mix up width and height? are you sure your dpi value is correct?
I suspect the whole problem is this line:
BitmapSource bitmapSource = BitmapSource.Create(
width, height, (double)dpi, (double)dpi, PixelFormats.Bgr24, null, image, ((width * 24 + 31) & ~31) >> 3)
What I would do to debug the issue is to write out the image to file and confirm all the inputs. Use photoshop, paint.net, file properties...
Are you sure you are working with bitmap format?
Are you sure you are working with 24bits per pixel?
Are you sure you have height and width correct, and you are feeding the values into the correct argument
What is this line all about, and why are you doing it? I am slightly suspicious.
((width * 24 + 31) & ~31) >> 3)
Basically, the way I look at this is that you are feeding the bitmap library a stream of bits... it doesn't know what the bits are but it will attempt to create the image from the information you give it: bits per pixel, size, etc. If you give it incorrect information, it will create a corrupted image as you have shown.
I am slightly suspicious that the problem is not with width and height; even if you mix those two values up-- I think you would get at least part of the first row of pixels to be rendered correctly. I see static / noise / snow, which tells me that there is something about the way the stream of bits was interpreted-- it is rendered as random blacks and whites.
Another thing: in your screen cap, I see color. this is another hint that there is something incorrect about your assumptions about the image. The values should probably 1 to 256 ( 8 bits per pixel I think? ) I would try creating a 8 bit per pixel black and white bitmap. Somehow the library thinks this is a color image.
I just noticed that you are assuming jpeg. jpeg is a lossy format-- I would have assumed that you would end up with a bitmap or tiff image. double check that you are indeed getting back a jpeg image (check the barcode api documentation)
The JPEG compression algorithm is quite unsuitable for the kind of image you are capturing. It works well for photos, it behaves poorly on images containing fine lines. The slight artifacts the compression produces makes it a lot harder to properly scan the barcode.
You don't see the Kleenex box because you are writing the raw image bytes. You need to use an image encoder. I recommend you use the PngBitmapEncoder class. GifBitmapEncoder should work too since you don't need a lot of colors, it makes smaller files. A code snippet that shows how to use an encoder is available here.
this is likely distorting it
myImage.Stretch = Stretch.Fill;
I used a jpeg decoder to fix the problem.
private void SetBitmap(byte[] image, int width, int height, int dpi)
{
MainWindow.Instance.Dispatcher.Invoke(DispatcherPriority.Normal, (ThreadStart)delegate()
{
BMemoryStream ms = new MemoryStream(image);
JpegBitmapDecoder decoder = new JpegBitmapDecoder(ms, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default);
BitmapSource bitmapSource = decoder.Frames[0];
HwModeScreen.BarcodeImageCanvas.Children.Clear();
Image myImage = new Image();
myImage.Width = HwModeScreen.BarcodeImageCanvas.ActualWidth;
myImage.Height = HwModeScreen.BarcodeImageCanvas.ActualHeight;
myImage.Stretch = Stretch.Fill;
myImage.Source = bitmapSource;
HwModeScreen.BarcodeImageCanvas.Children.Add(myImage);
});
I wrote a little utility class that saves BitmapSource objects to image files. The image files can be either bmp, jpeg, or png. Here is the code:
public class BitmapProcessor
{
public void SaveAsBmp(BitmapSource bitmapSource, string path)
{
Save(bitmapSource, path, new BmpBitmapEncoder());
}
public void SaveAsJpg(BitmapSource bitmapSource, string path)
{
Save(bitmapSource, path, new JpegBitmapEncoder());
}
public void SaveAsPng(BitmapSource bitmapSource, string path)
{
Save(bitmapSource, path, new PngBitmapEncoder());
}
private void Save(BitmapSource bitmapSource, string path, BitmapEncoder encoder)
{
using (var stream = new FileStream(path, FileMode.Create))
{
encoder.Frames.Add(BitmapFrame.Create(bitmapSource));
encoder.Save(stream);
}
}
}
Each of the three Save methods work, but I get unexpected results with bmp and jpeg. Png is the only format that produces an exact reproduction of what I see if I show the BitmapSource on screen using a WPF Image control.
Here are the results:
BMP - too dark
too dark http://img822.imageshack.us/img822/7403/terrainbmp.png
JPEG - too saturated
too saturated http://img816.imageshack.us/img816/8127/terrainjpeg.jpg
PNG - correct
correct http://img810.imageshack.us/img810/6243/terrainpng.png
Why am I getting completely different results for different file types?
I should note that the BitmapSource in my example uses an alpha value of 0.1 (which is why it appears very desaturated), but it should be possible to show the resulting colors in any image format. I know if I take a screen capture using something like HyperSnap, it will look correct regardless of what file type I save to.
Here's a HyperSnap screen capture saved as a bmp:
correct http://img815.imageshack.us/img815/9966/terrainbmphypersnap.png
As you can see, this isn't a problem, so there's definitely something strange about WPF's image encoders.
Do I have a setting wrong? Am I missing something?
I don't personally think it too surprising to see what you're seeing. BMP and JPG don't support opacity and PNG does.
Take this code, which creates a partially transparent blue rectangle in an image.
WriteableBitmap bm = new WriteableBitmap( 100, 100, 96, 96, PixelFormats.Pbgra32, null );
bm.Lock();
Bitmap bmp = new Bitmap( bm.PixelWidth, bm.PixelHeight, bm.BackBufferStride, System.Drawing.Imaging.PixelFormat.Format32bppArgb, bm.BackBuffer );
using( Graphics g = Graphics.FromImage( bmp ) ) {
var color = System.Drawing.Color.FromArgb( 20, System.Drawing.Color.Blue);
g.FillRectangle(
new System.Drawing.SolidBrush( color ),
new RectangleF( 0, 0, bmp.Width, bmp.Height ) );
}
bmp.Save( #".\000_foo.bmp", System.Drawing.Imaging.ImageFormat.Bmp );
bmp.Save( #".\000_foo.jpg", System.Drawing.Imaging.ImageFormat.Jpeg );
bmp.Save( #".\000_foo.png", System.Drawing.Imaging.ImageFormat.Png );
bmp.Dispose();
bm.AddDirtyRect( new Int32Rect( 0, 0, bm.PixelWidth, bm.PixelHeight ) );
bm.Unlock();
new BitmapProcessor().SaveAsBmp( bm, #".\foo.bmp" );
new BitmapProcessor().SaveAsJpg( bm, #".\foo.jpg" );
new BitmapProcessor().SaveAsPng( bm, #".\foo.png" );
The PNG formats always work, whether it's System.Drawing or the WPF encoders. The JPG and BMP encoders do not work. They show a solid blue rectangle.
The key here is I failed to specify a background color in my image. Without a background color, the image won't render correctly in formats that don't support an alpha channel (BMP/JPG). With one extra line of code:
g.Clear( System.Drawing.Color.White );
g.FillRectangle(
new System.Drawing.SolidBrush( color ),
new RectangleF( 0, 0, bmp.Width, bmp.Height ) );
My image has a background color, so the encoders that do not support an alpha channel can determine what the output color should be per pixel. Now all my images look correct.
In your case, you should either RenderTargetBitmap a control with a background color specified, or paint a background color when you're rendering your image.
And FYI, the reason your 3rd party print screen works is that ultimately the transparent colors have a background color at that point (being on a window which has a background color). But inside WPF, you're dealing with elements that don't have one set; using RTB on an element does not inherit its various parent element's properties like background color.