I want to know what the intermediate state of the buffer where the Graphics object is drawing some stuff. How do I get hold of the bitmap or the image that it is drawing on?
Have you taken a look at this MSDN article? It describes the Bitmap class, which is an object used to work with images defined by pixel data. System.Drawing.Image provides additional functionality for it. HTH
Not 100% sure what you want here, but if you want to use the graphics class to draw, and then save to file, you have to obtain the Graphics object from a Bitmap file, and then save the bitmap after you are done. You can do that like this:
Bitmap bitmap = new Bitmap(bWidth, bHeight);
Graphics g = Graphics.FromImage(bitmap);
//do all your operations on g here.
bitmap.Save(fileName, imageFormat);
Since nobody answered the actual question after 9 years...
// System.Windows.Forms.Internal.IntUnsafeNativeMethods
[DllImport("gdi32.dll", CharSet = CharSet.Auto, EntryPoint = "GetCurrentObject", ExactSpelling = true, SetLastError = true)]
public static extern IntPtr IntGetCurrentObject(HandleRef hDC, int uObjectType);
IntPtr hdc = graphics.GetHdc();
// This is a HBITMAP, which is the actual buffer that is being drawn to by hdc.
IntPtr hbitmap = IntGetCurrentObject(new HandleRef(null, hdc), 7 /*OBJ_BITMAP*/);
// You can create a Gdiplus::Bitmap object from this, but it will copy all image data.
// I have not found any way to get a Gdiplus::Bitmap object from a HBITMAP *without* copying it.
//Bitmap bitmap = Image.FromHbitmap(hbitmap);
// Put these in finally:
//bitmap.Dispose();
// NOTE: You cannot use the graphics object before ReleaseHdc is called.
graphics.ReleaseHdc(hdc);
I'm not really sure if I understand what you're asking for, as your question is very unclear.
If you want to know how to save the contents of a Graphics
object to a bitmap, then the answer is that there's no direct approach for doing so. Drawing on a Graphics
object is a one-way operation.
The better option is to create a new Bitmap
object, obtain a Graphics
object for that bitmap, and draw directly onto it. The following code is an example of how you might do that:
// Create a new bitmap object
using (Bitmap bmp = new Bitmap(200, 300))
{
// Obtain a Graphics object from that bitmap
using (Graphics g = Graphics.FromImage(bmp))
{
// Draw onto the bitmap here
// ....
g.DrawRectangle(Pens.Red, 10, 10, 50, 50);
}
// Save the bitmap to a file on disk, or do whatever else with it
// ...
bmp.Save("C:\\MyImage.bmp");
}
@dialer Has the best answer in this thread so far. As an additional example, here is how to get bits from Graphics or any HWND into Emgu.CV Mat in C#.
struct BITMAP
{
public Int32 bmType;
public Int32 bmWidth;
public Int32 bmHeight;
public Int32 bmWidthBytes;
public Int16 bmPlanes;
public Int16 bmBitsPixel;
public IntPtr bmBits;
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
struct BITMAPINFOHEADER
{
public int biSize;
public int biWidth;
public int biHeight;
public Int16 biPlanes;
public Int16 biBitCount;
public int biCompression;
public int biSizeImage;
public int biXPelsPerMeter;
public int biYPelsPerMeter;
public int biClrUsed;
public int bitClrImportant;
}
[DllImport("user32.dll", SetLastError=true)]
static extern IntPtr GetDC(IntPtr hWnd);
// System.Windows.Forms.Internal.IntUnsafeNativeMethods
[DllImport("gdi32.dll", CharSet = CharSet.Auto, EntryPoint = "GetCurrentObject", ExactSpelling = true, SetLastError = true)]
static extern IntPtr IntGetCurrentObject(HandleRef hDC, int uObjectType);
[DllImport("gdi32.dll", CharSet = CharSet.Auto, EntryPoint = "GetObject")]
static extern int GetObjectBitmap(IntPtr hObject, int nCount, ref BITMAP lpObject);
[DllImport("gdi32.dll", EntryPoint = "GetDIBits")]
static extern int GetDIBits(IntPtr hdc, IntPtr hbmp, int uStartScan, int cScanLines,
IntPtr lpvBits, ref BITMAPINFOHEADER lpbi, int uUsage);
/// <summary>Gets GDI HDC as an Emgu.CV.Mat image as BGRA</summary>
/// <param name="hdc">GDI HDC</param>
/// <param name="destination">Destination Mat which will receive the window contents image</param>
/// <param name="verticalFlip">If TRUE, pixel will be flipped vertically</param>
/// <returns>TRUE if image was copied successfully</returns>
public static bool GetHdcAsMat(IntPtr hdc, ref Mat destination, bool verticalFlip)
{
try
{
// This is a HBITMAP, which is the actual buffer that is being drawn to by hdc.
IntPtr hbitmap = IntGetCurrentObject(new HandleRef(null, hdc), 7 /*OBJ_BITMAP*/);
// Get width, height and the address of the pixel data for the native HBitmap
BITMAP info = new BITMAP();
if (0 == GetObjectBitmap(hbitmap, Marshal.SizeOf(info), ref info))
return false;
// if the image is a DIB, we can copy the bits directly from bmBits
if (info.bmBits != IntPtr.Zero)
{
// data view of the DIB bits, no allocations
Mat view = new Mat(info.bmHeight, info.bmWidth, DepthType.Cv8U, 4,
info.bmBits, info.bmWidth * 4);
if (verticalFlip) // copy flipped:
CvInvoke.Flip(view, destination, FlipType.Vertical);
else // copy directly:
view.CopyTo(destination); // automatically resize destination
return true;
}
// otherwise, use GetDIBits to get the bitmap from the GPU
// a copy is always needed to get the data from GPU to system memory
if (destination.Width != info.bmWidth ||
destination.Height != info.bmHeight)
{
destination.Dispose();
destination = new Mat(info.bmHeight, info.bmWidth, DepthType.Cv8U, 4);
}
var desired = new BITMAPINFOHEADER();
desired.biSize = Marshal.SizeOf(desired);
desired.biWidth = info.bmWidth;
desired.biHeight = verticalFlip ? -info.bmHeight : info.bmHeight;
desired.biPlanes = 1;
desired.biBitCount = info.bmBitsPixel;
// Copy bits into destination
IntPtr dest = destination.DataPointer;
return 0 != GetDIBits(hdc, hbitmap, 0, destination.Height, dest, ref desired, 0);
}
catch
{
return false;
}
}
/// <summary>Gets window contents as an Emgu.CV.Mat image as BGRA</summary>
/// <param name="hwnd">Handle to desired window</param>
/// <param name="destination">Destination Mat which will receive the window contents image</param>
/// <param name="verticalFlip">If TRUE, pixel will be flipped vertically</param>
/// <returns>TRUE if image was copied successfully</returns>
public static bool GetWindowAsMat(IntPtr hwnd, ref Mat destination, bool verticalFlip)
{
IntPtr hdc = GetDC(hwnd); // private DC does not need to be released
return GetHdcAsMat(hdc, ref destination, verticalFlip);
}
/// <summary>Gets GDI Graphics contents as an Emgu.CV.Mat image as BGRA</summary>
/// <param name="graphics">.NET GDI Graphics instance</param>
/// <param name="destination">Destination Mat which will receive the window contents image</param>
/// <param name="verticalFlip">If TRUE, pixel will be flipped vertically</param>
/// <returns>TRUE if image was copied successfully</returns>
public static bool GetGraphicsAsMat(Graphics graphics, ref Mat destination, bool verticalFlip)
{
IntPtr hdc = graphics.GetHdc();
try
{
return GetHdcAsMat(hdc, ref destination, verticalFlip);
}
finally
{
// NOTE: You cannot use the graphics object before ReleaseHdc is called.
graphics.ReleaseHdc(hdc);
}
}
This code working for me where I am converting image >> bitmap >> byte >> Base64 String.
System.Drawing.Image originalImage = //your image
//Create empty bitmap image of original size
Bitmap tempBmp = new Bitmap(originalImage.Width, originalImage.Height);
Graphics g = Graphics.FromImage(tempBmp);
//draw the original image on tempBmp
g.DrawImage(originalImage, 0, 0, originalImage.Width, originalImage.Height);
//dispose originalImage and Graphics so the file is now free
g.Dispose();
originalImage.Dispose();
using (MemoryStream ms = new MemoryStream())
{
// Convert Image to byte[]
tempBmp.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
//dpgraphic.image.Save(ms, System.Drawing.Imaging.ImageFormat.Bmp);
byte[] imageBytes = ms.ToArray();
// Convert byte[] to Base64 String
string strImage = Convert.ToBase64String(imageBytes);
sb.AppendFormat(strImage);
}