I have this code,
copy/paste in a new winform app and this will write a file on your desktop if you run it: test123abcd.png
Private Sub Form
By assuming that the generation part (g.FillRectangles(Brushes.White, Rect)
, pretty time-consuming too) cannot be avoided, the best thing you can do is avoiding a second graph-generation process (also for board
) and just copying the information from _board
. Copying is much quicker than a new generation (as shown below), but you have the problem that the source information (_board
) do not match the destination format (board
by relying on .SetPixel
) and thus you will have to create a function determining the current pixel (X/Y point) from the provided information (current rectangle).
Below you can see a simple code showing the time requirement differences between both approaches:
Dim SquareSize As Integer = 5
Dim _board As Bitmap = Bitmap.FromFile("in.png")
Dim board As Bitmap = New Bitmap(_board.Width * SquareSize, _board.Height * SquareSize)
For x As Integer = 0 To _board.Width - 1
For y As Integer = 0 To _board.Height - 1
board.SetPixel(x * SquareSize, y * SquareSize, _board.GetPixel(x, y))
Next
Next
board.Save("out1.png", Imaging.ImageFormat.Png)
board = New Bitmap(_board.Width, _board.Height)
Using board
Using graph = Graphics.FromImage(board)
Using _board
Using g As Graphics = Graphics.FromImage(_board)
For x As Integer = 0 To _board.Width - 1
For y As Integer = 0 To _board.Height - 1
graph.DrawImageUnscaled(_board, x, y)
Next
Next
End Using
End Using
End Using
board.Save("out2.png", Imaging.ImageFormat.Png)
End Using
Bear in mind that it is not a "properly-working code". Its whole point is showing how to copy pixels between bitmaps (by multiplying by a factor, just to get different outputs than inputs); and putting the DrawImageUnscaled
method under equivalent conditions (although the output picture is, logically, different) to get a good feeling of the differences in time requirements between both methodologies.
As said via comment, this is all what I can do under the current conditions. I hope that will be enough to help you find the best solution.
wow I like unsafe code when it is worthed, solved my problem with c# in the end
here is the code, which is about 70x faster to the code in my question
using System;
using System.Drawing;
using System.Drawing.Imaging;
namespace BmpFile
{
public class BmpTest
{
private const int PixelSize = 4;
public static long Test(int GridX, int GridY, int SquareSize, Rectangle[][] Rect)
{
Bitmap bmp = new Bitmap(GridX * SquareSize, GridY * SquareSize, PixelFormat.Format32bppArgb);
BitmapData bmd = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height),
System.Drawing.Imaging.ImageLockMode.ReadWrite,
bmp.PixelFormat);
int Stride = bmd.Stride;
int Height = bmd.Height;
int Width = bmd.Width;
int RectFirst = Rect.GetUpperBound(0);
int RectSecond;
int Offset1, Offset2, Offset3;
int i, j, k, l, w, h;
int FullRow = SquareSize * Stride;
int FullSquare = SquareSize * PixelSize;
var sw = System.Diagnostics.Stopwatch.StartNew();
unsafe
{
byte* row = (byte*)bmd.Scan0;
//draw all rectangles
for (i = 0; i <= RectFirst; ++i)
{
Offset1 = ((i / GridX) * FullRow) + ((i % GridX) * FullSquare) + 3;
RectSecond = Rect[i].GetUpperBound(0);
for (j = 0; j <= RectSecond; ++j)
{
Offset2 = Rect[i][j].X * PixelSize + Rect[i][j].Y * Stride;
w=Rect[i][j].Width;
h=Rect[i][j].Height;
for (k = 0; k <= w; ++k)
{
Offset3 = k * PixelSize;
for (l = 0; l <= h; ++l)
{
row[Offset1 + Offset2 + Offset3 + (l * Stride)] = 255;
}
}
}
}
//invert color
for (int y = 0; y < Height; y++)
{
Offset1 = (y * Stride) + 3;
for (int x = 0; x < Width; x++)
{
if (row[Offset1 + x * PixelSize] == 255)
{
row[Offset1 + x * PixelSize] = 0;
}
else
{
row[Offset1 + x * PixelSize] = 255;
}
}
}
}
sw.Stop();
bmp.UnlockBits(bmd);
bmp.Save(Environment.GetFolderPath(Environment.SpecialFolder.Desktop) + @"\test.png", ImageFormat.Png);
bmp.Dispose();
return sw.ElapsedMilliseconds;
}
}
}