I got a problem with the following c# (test-)code:
public static void TestBitmap2ByteArray(BitmapImage bitmap)
{
JpegBitmapEncoder encoder = new
As described in my other answer a better way to solve this is to access the bitmap data directly. BitmapImage inherits from BitmapSource. BitmapSource is great for this and also works with WPF binding.
I am using BitmapSource myself to manipulate images that are bound directly to WPF (MVVM style). Basically I create a region in memory and point BitmapSource to it. This allows me to read/write pixels directly to memory and invalidate the BitmapSource so that WPF redraws the image. I have a standard "Bitmap" object I use for this. The direct data access makes it super-fast. (Seriously, no problem at all modifying all bits in 4 images at 30fps .. haven't tried at higher speeds as it hasn't been required.)
Sample usage can be found on my blog. But basically you do this:
unsafe {
byte* imgBytePtr = (byte*)myBitmap.ImageData;
Int32* imgInt32Ptr = (Int32*)myBitmap.ImageData;
int height = (int)myBitmap.BitmapSource.Height;
int width = (int)myBitmap.BitmapSource.Width;
int bpp = myBitmap.BytesPerPixel;
// Note: No need to iterate just for copy. A Marshal.Copy() at this point can copy all the bytes into a byte-array if you want.
// But the best would be if your application could do its work directly in the imgBytePtr[]-array.
for (int x = 0; x < height; x++)
{
for (int y = 0; y < width; y++)
{
// Get bytes into RGBA values
int bytePos = x * (width * bpp) + (y * bpp);
byte R = imgBytePtr[bytePos + 0];
byte B = imgBytePtr[bytePos + 1];
byte G = imgBytePtr[bytePos + 2];
byte A = imgBytePtr[bytePos + 3];
// Alternatively get Int32 value of color
int intPos = x * width + y;
int intColor = imgIntPtr[intPos];
// Examples of manipulating data
// Remove blue
imgBytePtr[bytePos + 1] = 0;
// Alternative remove blue by bitmask
imgIntPtr[intPos] = imgIntPtr[intPos] & 0xFF00FFFF;
}
}
}
// Now execute Invalidate() and WPF will automagically update bound picture object :)
This makes a BitmapSource, if you need BitmapImage instead you can see if you can change it to work.
///
/// This object holds a byte array of the picture as well as a BitmapSource for WPF objects to bind to. Simply call .Invalidate() to update GUI.
///
public class Bitmap : IDisposable
{
// some ideas/code borowed from CL NUI sample CLNUIImage.cs
[DllImport("kernel32.dll", SetLastError = true)]
static extern IntPtr CreateFileMapping(IntPtr hFile, IntPtr lpFileMappingAttributes, uint flProtect, uint dwMaximumSizeHigh, uint dwMaximumSizeLow, string lpName);
[DllImport("kernel32.dll", SetLastError = true)]
static extern IntPtr MapViewOfFile(IntPtr hFileMappingObject, uint dwDesiredAccess, uint dwFileOffsetHigh, uint dwFileOffsetLow, uint dwNumberOfBytesToMap);
[DllImport("kernel32.dll", SetLastError = true)]
static extern bool UnmapViewOfFile(IntPtr hMap);
[DllImport("kernel32.dll", SetLastError = true)]
static extern bool CloseHandle(IntPtr hHandle);
private IntPtr _section = IntPtr.Zero;
public IntPtr ImageData { get; private set; }
public InteropBitmap BitmapSource { get; private set; }
public int BytesPerPixel = 3;
///
/// Initializes an empty Bitmap
///
/// Image width
/// Image height
/// Image format
public Bitmap(int width, int height, PixelFormat pixelFormat)
{
BytesPerPixel = pixelFormat.BitsPerPixel / 8;
uint imageSize = (uint)width * (uint)height * (uint)BytesPerPixel;
// create memory section and map
_section = CreateFileMapping(new IntPtr(-1), IntPtr.Zero, 0x04, 0, imageSize, null);
ImageData = MapViewOfFile(_section, 0xF001F, 0, 0, imageSize);
BitmapSource = Imaging.CreateBitmapSourceFromMemorySection(_section, width, height, pixelFormat, width * BytesPerPixel, 0) as InteropBitmap;
}
///
/// Invalidates the bitmap causing a redraw
///
public void Invalidate()
{
BitmapSource.Invalidate();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected void Dispose(bool disposing)
{
if (disposing)
{
// free managed resources
}
// free native resources if there are any.
if (ImageData != IntPtr.Zero)
{
UnmapViewOfFile(ImageData);
ImageData = IntPtr.Zero;
}
if (_section != IntPtr.Zero)
{
CloseHandle(_section);
_section = IntPtr.Zero;
}
}
}
You are accessing the bitmap data by saving it to a stream. This causes overhead. A much better way to do it is by using LockBits. This will give you direct access to the bytes in the image and you can easily access it both as *byte[] and *UInt32[] (note: requires unsafe{}).
If you still need to copy the bytes to a byte array then Marshal.Copy can be used, but if your intent is to make modifications directly to the image you are free to do so. The LockBits link has a sample showing the use of Marshal.Copy.
If you need some samples of how to process picture I have released some sample code on image processing for the Kinect.