Im currently trying to use writeablebitmap to take a IntPtr
of a scan of images and turn each one into a Bitmap
. Im wanting to use writeablebitmap because im having an issue with standard gdi
GDI+ System.Drawing.Bitmap gives error Parameter is not valid intermittently
There is a method on a WriteableBitmap
that called WritePixels
http://msdn.microsoft.com/en-us/library/aa346817.aspx
Im not sure what I set for the buffer and the stride every example I find it shows the stride as 0 although that throws an error. When I set the stride to 5 the image appear black. I know this may not be the most efficient code but any help would be appreciated.
//create bitmap header
bmi = new BITMAPINFOHEADER();
//create initial rectangle
Int32Rect rect = new Int32Rect(0, 0, 0, 0);
//create duplicate intptr to use while in global lock
dibhand = dibhandp;
bmpptr = GlobalLock(dibhand);
//get the pixel sizes
pixptr = GetPixelInfo(bmpptr);
//create writeable bitmap
var wbitm = new WriteableBitmap(bmprect.Width, bmprect.Height, 96.0, 96.0, System.Windows.Media.PixelFormats.Bgr32, null);
//draw the image
wbitm.WritePixels(rect, dibhandp, 10, 0);
//convert the writeable bitmap to bitmap
var stream = new MemoryStream();
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(wbitm));
encoder.Save(stream);
byte[] buffer = stream.GetBuffer();
var bitmap = new System.Drawing.Bitmap(new MemoryStream(buffer));
GlobalUnlock(dibhand);
GlobalFree(dibhand);
GlobalFree(dibhandp);
GlobalFree(bmpptr);
dibhand = IntPtr.Zero;
return bitmap;
An efficient way to work on Bitmaps in C# is to pass temporarily in unsafe mode (I know I don't answer the question exactly but I think the OP did not manage to use Bitmap, so this could be a solution anyway). You just have to lock bits and you're done:
This is really much more efficient than
SetPixel(i, j)
, you just have to be careful about pointer limits (and not forget to unlock data when you're done).Now to answer your question about stride: the stride is the length in bytes of a line, it is a multiple of 4. In my exemple I use the format
Format32bppArgb
which uses 4 bytes per pixel (R, G, B and alpha), sonewImageData.Stride
andnewImageData.Width * 4
are always the same. I use the offset in my loops only to show where it would be necessary.But if you use another format, for instance
Format24bppRgb
which uses 3 bytes per pixel (R, G and B only), then there may be an offset between stride and width. For an image 10 * 10 pixels in this format, you will have a stride of 10 * 3 = 30, + 2 to reach nearest multiple of 4, i.e. 32.