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iPhone image orientation wrong when resizing with SkiaSharp

I'm using the SKBitmap.Resize() method in SkiaSharp on a Xamarin.Forms project to resize images for display. The problem I'm encountering is when taking a photo on iOS, when a photo is taken in portrait, the image is displayed with the right side up. Taking a photo on Android, importing from the photo gallery on both an Android and iOS device maintains orientation, but taking a photo in iOS does not. If I don't resize the image using SkiaSharp (just display the image without any resizing), then the image displays with the proper orientation. However that is not a solution as the images need to be resized. Below is my code -

private byte[] GetResizedImageData(string imageName)
    {
        float resizeFactor = 0.5f;
        var filePath = PathUtil.GetImagePath(imageName);
        var ogBitmap = SKBitmap.Decode(filePath);

        float fWidth = ogBitmap.Width * resizeFactor;
        int width = (int) Math.Round(fWidth);

        float fHeight = ogBitmap.Height * resizeFactor;
        int height = (int) Math.Round(fHeight);

        if (height >= 4096 || width >= 4096)
        {
            width = width * (int)resizeFactor;
            height = height * (int)resizeFactor;
        }

        var scaledBitmap = ogBitmap.Resize(new SKImageInfo( width, height), SKBitmapResizeMethod.Box);
        var image = SKImage.FromBitmap(scaledBitmap);
        var data = image.Encode(SKEncodedImageFormat.Jpeg, 100);

        return data.ToArray();
    }

PathUtil.GetImagePath() is just a helper to get platform-specific paths for where the photos are being stored.

For those with the same issue I did the following and would gladly accept input on improvements.

        public static SKBitmap HandleOrientation(SKBitmap bitmap, SKCodecOrigin orientation)
    {
        SKBitmap rotated;
        switch (orientation)
        {
            case SKCodecOrigin.BottomRight:

                using (var surface = new SKCanvas(bitmap))
                {
                    surface.RotateDegrees(180, bitmap.Width / 2, bitmap.Height / 2);
                    surface.DrawBitmap(bitmap.Copy(), 0, 0);
                }

                return bitmap;

            case SKCodecOrigin.RightTop:                                                 
                rotated = new SKBitmap(bitmap.Height, bitmap.Width);

                using (var surface = new SKCanvas(rotated))
                {
                    surface.Translate(rotated.Width, 0);
                    surface.RotateDegrees(90);
                    surface.DrawBitmap(bitmap, 0, 0);
                }

                return rotated;

            case SKCodecOrigin.LeftBottom:
                rotated = new SKBitmap(bitmap.Height, bitmap.Width);

                using (var surface = new SKCanvas(rotated))
                {
                    surface.Translate(0, rotated.Height);
                    surface.RotateDegrees(270);
                    surface.DrawBitmap(bitmap, 0, 0);
                }

                return rotated; 

            default:                       
                return bitmap;            
        }

And then use the following to get the original orientation.

            // TODO: Improve this.. I do not know how to "reset" 
            // the inputStream, so new it up twice. :/
            using (var inputStream = new SKManagedStream(imageIn))
            {
                using (var codec = SKCodec.Create(inputStream))
                {
                    orientation = codec.Origin;
                }
            }

....... Then

SKBitmap orientedWExif = HandleOrientation(resized, orientation);

SkiaSharp didn't actually provide a method for me to manipulate and change the orientation of the image. In the end I ended up altering the orientation as I captured and saved the image using platform specific code.

Workable solution for resize and handle orientation

public class ImageResizer : IImageResizer
{
    private const int Quality = 75;

    public byte[] Resize(byte[] data, int newWidth, int newHeight)
    {
        using (var inputStream = new SKMemoryStream(data))
        {
            using (var codec = SKCodec.Create(inputStream))
            {
                using (var original_old = SKBitmap.Decode(codec))
                {
                    int sourceWidth = original_old.Width;
                    int sourceHeight = original_old.Height;

                    float nPercentW = ((float) newWidth / (float) sourceWidth);
                    float nPercentH = ((float) newHeight / (float) sourceHeight);

                    float nPercent = nPercentH < nPercentW ? nPercentH : nPercentW;

                    int destWidth = (int) (sourceWidth * nPercent);
                    int destHeight = (int) (sourceHeight * nPercent);

                    using (SKBitmap original = original_old.Resize(new SKImageInfo(destWidth, destHeight), SKFilterQuality.Medium))
                    {

                        var useWidth = original.Width;
                        var useHeight = original.Height;
                        Action<SKCanvas> transform = canvas => { };
                        switch (codec.EncodedOrigin)
                        {
                            case SKEncodedOrigin.TopLeft:
                                break;
                            case SKEncodedOrigin.TopRight:
                                // flip along the x-axis
                                transform = canvas => canvas.Scale(-1, 1, useWidth / 2, useHeight / 2);
                                break;
                            case SKEncodedOrigin.BottomRight:
                                transform = canvas => canvas.RotateDegrees(180, useWidth / 2, useHeight / 2);
                                break;
                            case SKEncodedOrigin.BottomLeft:
                                // flip along the y-axis
                                transform = canvas => canvas.Scale(1, -1, useWidth / 2, useHeight / 2);
                                break;
                            case SKEncodedOrigin.LeftTop:
                                useWidth = original.Height;
                                useHeight = original.Width;
                                transform = canvas =>
                                {
                                    // Rotate 90
                                    canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
                                    canvas.Scale(useHeight * 1.0f / useWidth, -useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
                                };
                                break;
                            case SKEncodedOrigin.RightTop:
                                useWidth = original.Height;
                                useHeight = original.Width;
                                transform = canvas =>
                                {
                                    // Rotate 90
                                    canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
                                    canvas.Scale(useHeight * 1.0f / useWidth, useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
                                };
                                break;
                            case SKEncodedOrigin.RightBottom:
                                useWidth = original.Height;
                                useHeight = original.Width;
                                transform = canvas =>
                                {
                                    // Rotate 90
                                    canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
                                    canvas.Scale(-useHeight * 1.0f / useWidth, useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
                                };
                                break;
                            case SKEncodedOrigin.LeftBottom:
                                useWidth = original.Height;
                                useHeight = original.Width;
                                transform = canvas =>
                                {
                                    // Rotate 90
                                    canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
                                    canvas.Scale(-useHeight * 1.0f / useWidth, -useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
                                };
                                break;
                        }

                        var info = new SKImageInfo(useWidth, useHeight);
                        using (var surface = SKSurface.Create(info))
                        {
                            using (var paint = new SKPaint())
                            {
                                // high quality with antialiasing
                                paint.IsAntialias = true;
                                paint.FilterQuality = SKFilterQuality.High;

                                // rotate according to origin
                                transform.Invoke(surface.Canvas);

                                // draw the bitmap to fill the surface
                                surface.Canvas.DrawBitmap(original, info.Rect, paint);
                                surface.Canvas.Flush();

                                using (SKImage image = surface.Snapshot())
                                {
                                    return image.Encode(SKEncodedImageFormat.Jpeg, Quality).ToArray();
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

Thank you @ttugates Your answer helped me to fix issue with the orientation rotation. Just want to update your answer as there is some deprecated code.

 using (var inputStream = new SKManagedStream(await file.ReadAllStreamAsync()))
                {
                    using (var codec = SKCodec.Create(inputStream))
                    {
                          orientation = codec.EncodedOrigin;
                    }
                }
  public static SKBitmap HandleOrientation(SKBitmap bitmap, SKEncodedOrigin orientation)
    {
        SKBitmap rotated;
        switch (orientation)
        {
            case SKEncodedOrigin.BottomRight:

                using (var surface = new SKCanvas(bitmap))
                {
                    surface.RotateDegrees(180, bitmap.Width / 2, bitmap.Height / 2);
                    surface.DrawBitmap(bitmap.Copy(), 0, 0);
                }

                return bitmap;

            case SKEncodedOrigin.RightTop:
                rotated = new SKBitmap(bitmap.Height, bitmap.Width);

                using (var surface = new SKCanvas(rotated))
                {
                    surface.Translate(rotated.Width, 0);
                    surface.RotateDegrees(90);
                    surface.DrawBitmap(bitmap, 0, 0);
                }

                return rotated;

            case SKEncodedOrigin.LeftBottom:
                rotated = new SKBitmap(bitmap.Height, bitmap.Width);

                using (var surface = new SKCanvas(rotated))
                {
                    surface.Translate(0, rotated.Height);
                    surface.RotateDegrees(270);
                    surface.DrawBitmap(bitmap, 0, 0);
                }

                return rotated;

            default:
                return bitmap;
        }
    }

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