I have a WPF BitmapImage which I loaded from a .JPG file, as follows:
this.m_image1.Source = new BitmapImage(new Uri(path));
I want to query as to what the colour is at specific points. For example, what is the RGB value at pixel (65,32)?
How do I go about this? I was taking this approach:
ImageSource ims = m_image1.Source;
BitmapImage bitmapImage = (BitmapImage)ims;
int height = bitmapImage.PixelHeight;
int width = bitmapImage.PixelWidth;
int nStride = (bitmapImage.PixelWidth * bitmapImage.Format.BitsPerPixel + 7) / 8;
byte[] pixelByteArray = new byte[bitmapImage.PixelHeight * nStride];
bitmapImage.CopyPixels(pixelByteArray, nStride, 0);
Though I will confess there's a bit of monkey-see, monkey do going on with this code. Anyway, is there a straightforward way to process this array of bytes to convert to RGB values?
Here is how I would manipulate pixels in C# using multidimensional arrays:
[StructLayout(LayoutKind.Sequential)]
public struct PixelColor
{
public byte Blue;
public byte Green;
public byte Red;
public byte Alpha;
}
public PixelColor[,] GetPixels(BitmapSource source)
{
if(source.Format!=PixelFormats.Bgra32)
source = new FormatConvertedBitmap(source, PixelFormats.Bgra32, null, 0);
int width = source.PixelWidth;
int height = source.PixelHeight;
PixelColor[,] result = new PixelColor[width, height];
source.CopyPixels(result, width * 4, 0);
return result;
}
usage:
var pixels = GetPixels(image);
if(pixels[7, 3].Red > 4)
{
...
}
If you want to update pixels, very similar code works except you will create a WriteableBitmap
, and use this:
public void PutPixels(WriteableBitmap bitmap, PixelColor[,] pixels, int x, int y)
{
int width = pixels.GetLength(0);
int height = pixels.GetLength(1);
bitmap.WritePixels(new Int32Rect(0, 0, width, height), pixels, width*4, x, y);
}
thusly:
var pixels = new PixelColor[4, 3];
pixels[2,2] = new PixelColor { Red=128, Blue=0, Green=255, Alpha=255 };
PutPixels(bitmap, pixels, 7, 7);
Note that this code converts bitmaps to Bgra32 if they arrive in a different format. This is generally fast, but in some cases may be a performance bottleneck, in which case this technique would be modified to match the underlying input format more closely.
Update
Since BitmapSource.CopyPixels
doesn't accept a two-dimensional array it is necessary to convert the array between one-dimensional and two-dimensional. The following extension method should do the trick:
public static class BitmapSourceHelper
{
#if UNSAFE
public unsafe static void CopyPixels(this BitmapSource source, PixelColor[,] pixels, int stride, int offset)
{
fixed(PixelColor* buffer = &pixels[0, 0])
source.CopyPixels(
new Int32Rect(0, 0, source.PixelWidth, source.PixelHeight),
(IntPtr)(buffer + offset),
pixels.GetLength(0) * pixels.GetLength(1) * sizeof(PixelColor),
stride);
}
#else
public static void CopyPixels(this BitmapSource source, PixelColor[,] pixels, int stride, int offset)
{
var height = source.PixelHeight;
var width = source.PixelWidth;
var pixelBytes = new byte[height * width * 4];
source.CopyPixels(pixelBytes, stride, 0);
int y0 = offset / width;
int x0 = offset - width * y0;
for(int y=0; y<height; y++)
for(int x=0; x<width; x++)
pixels[x+x0, y+y0] = new PixelColor
{
Blue = pixelBytes[(y*width + x) * 4 + 0],
Green = pixelBytes[(y*width + x) * 4 + 1],
Red = pixelBytes[(y*width + x) * 4 + 2],
Alpha = pixelBytes[(y*width + x) * 4 + 3],
};
}
#endif
}
There are two implementations here: The first one is fast but uses unsafe code to get an IntPtr to an array (must compile with /unsafe option). The second one is slower but does not require unsafe code. I use the unsafe version in my code.
WritePixels accepts two-dimensional arrays, so no extension method is required.