I'm using a third party DLL which has as parameter a RGB buffer.
I have used the following code to read RGB buffer from Bitmap
:
private byte[] GetBGRValues(Bitmap bmp)
{
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
System.Drawing.Imaging.BitmapData bmpData = bmp.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
// Get the address of the first line.
IntPtr ptr = bmpData.Scan0;
// Declare an array to hold the bytes of the bitmap.
int bytes = Math.Abs(bmpData.Stride) * bmp.Height;
byte[] rgbValues = new byte[bytes];
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes);
bmp.UnlockBits(bmpData);
return rgbValues;
}
The problem is that the generated RGB buffer is not correct. If I open this buffer in IrfanView, supplying correct parameters, the generated image is not correct (looks like it is shifted).
If a get a buffer that I read using C++ code it works.
I have noticed that bmpData.Stride
is 1 unity greater than what I was expecting ( width
* channels
). (I know that .NET uses 4 bytes alignment).
The question is: why is the RGB buffer not correct?
You noticed right - you need to take Stride
into account. In general you cannot simply copy image in one Copy
call. Stride
include both row length and padding and could be greater then row length. So you need to copy only bytes you need from each row, ignore padding bytes and advance to next row by adding Stride
.
I guess this is what you see with your code:
- original image and expected result
- invalid result without stride
Here is working code:
public static byte[] GetBGRValues(Bitmap bmp)
{
var rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
var bmpData = bmp.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
var rowBytes = bmpData.Width * Image.GetPixelFormatSize(bmp.PixelFormat) / 8;
var imgBytes = bmp.Height * rowBytes;
byte[] rgbValues = new byte[imgBytes];
var ptr = bmpData.Scan0;
for (var i = 0; i < bmp.Height; i++)
{
Marshal.Copy(ptr, rgbValues, i * rowBytes, rowBytes);
ptr += bmpData.Stride; // next row
}
bmp.UnlockBits(bmpData);
return rgbValues;
}
More details you can read in this answer: Byte Array to Image Conversion
Also maybe this image will help you to understand Stride
purpose:
You need to skip white area at the right when you getting bytes from Bitmap
.
Be sure you watch that the order is BGR instead of RGB You can try this unsafe code which converts the values to uint. So you have RGB converted to uint
/// <summary>
/// Locks a Bitmap into system memory.
/// </summary>
public unsafe void LockBits()
{
var width = this.Bitmap.Width;
var height = this.Bitmap.Height;
var imageLockMode = ImageLockMode.UserInputBuffer;
// Setting imageLockMode
imageLockMode = imageLockMode | ImageLockMode.ReadOnly;
imageLockMode = imageLockMode | ImageLockMode.WriteOnly;
// Save the bouunds
this._bounds = new Rectangle(0, 0, width, height);
// Create Pointer
var someBuffer = new uint[width*height];
// Pin someBuffer
fixed (uint* buffer = someBuffer) //pin
{
// Create new bitmap data.
var temporaryData = new BitmapData
{
Width = width,
Height = height,
PixelFormat = PixelFormat.Format32bppArgb,
Stride = width*4,
Scan0 = (IntPtr) buffer
};
// Get the data
this.BitmapData = this.Bitmap.LockBits(this._bounds, imageLockMode, PixelFormat.Format32bppArgb,
temporaryData);
// Set values
this.Buffer = someBuffer;
}
}
I remember a library I working on years ago - the colors were shifted strangely. The underlying Microsoft Library had a (feature) in that the RGB had been reversed inside the library - unbeknownst to us we tried a transform and discovered that little gem.
Also do not forget the Alpha Channel in your C# buffer.
Bitmap color channels in memory are represented in the order Blue, Green, Red and Alpha despite being commonly referred to by abbreviation ARGB! http://softwarebydefault.com/2013/03/22/bitmap-swap-argb/
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