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Show RGBA image from memory

I have a C# byte array containing an RGBA encoded image. What is the best way to show this image in WPF?

One option would be to create a BitmapSource form the byte array and attach it to an Image control. However, creating a BitmapSource requires a PixelFormat for RGBA32, which doesn't seem to be available in Windows.

byte[] buffer = new byte[] { 25, 166, 0, 255, 90, 0, 120, 255 };
BitmapSource.Create(2, 1, 96d, 96d, PixelFormats.Bgra32, null, buffer, 4 * 2);

I definitely don't want to swap pixels in my byte array.

like image 221
Jippe Avatar asked Jan 29 '14 10:01

Jippe


3 Answers

Before you delve into the details of WIC, you may consider to encapsulate byte swapping in a simple custom BitmapSource like shown below. It takes an RGBA byte array and swaps the pixel bytes in the overridden CopyPixels method to produce a PBGRA buffer.

You can simply create an instance of this custom BitmapSource by providing the RGBA buffer and the bitmap width like

var buffer = new byte[] { 25, 166, 0, 255, 90, 0, 120, 255 };
var bitmapSource = new RgbaBitmapSource(buffer, 2);

Here is the implementation:

public class RgbaBitmapSource : BitmapSource
{
    private byte[] rgbaBuffer;
    private int pixelWidth;
    private int pixelHeight;

    public RgbaBitmapSource(byte[] rgbaBuffer, int pixelWidth)
    {
        this.rgbaBuffer = rgbaBuffer;
        this.pixelWidth = pixelWidth;
        this.pixelHeight = rgbaBuffer.Length / (4 * pixelWidth);
    }

    public override void CopyPixels(
        Int32Rect sourceRect, Array pixels, int stride, int offset)
    {
        for (int y = sourceRect.Y; y < sourceRect.Y + sourceRect.Height; y++)
        {
            for (int x = sourceRect.X; x < sourceRect.X + sourceRect.Width; x++)
            {
                int i = stride * y + 4 * x;
                byte a = rgbaBuffer[i + 3];
                byte r = (byte)(rgbaBuffer[i] * a / 256); // pre-multiplied R
                byte g = (byte)(rgbaBuffer[i + 1] * a / 256); // pre-multiplied G
                byte b = (byte)(rgbaBuffer[i + 2] * a / 256); // pre-multiplied B

                pixels.SetValue(b, i + offset);
                pixels.SetValue(g, i + offset + 1);
                pixels.SetValue(r, i + offset + 2);
                pixels.SetValue(a, i + offset + 3);
            }
        }
    }

    protected override Freezable CreateInstanceCore()
    {
        return new RgbaBitmapSource(rgbaBuffer, pixelWidth);
    }

    public override event EventHandler<DownloadProgressEventArgs> DownloadProgress;
    public override event EventHandler DownloadCompleted;
    public override event EventHandler<ExceptionEventArgs> DownloadFailed;
    public override event EventHandler<ExceptionEventArgs> DecodeFailed;

    public override double DpiX
    {
        get { return 96; }
    }

    public override double DpiY
    {
        get { return 96; }
    }

    public override PixelFormat Format
    {
        get { return PixelFormats.Pbgra32; }
    }

    public override int PixelWidth
    {
        get { return pixelWidth; }
    }

    public override int PixelHeight
    {
        get { return pixelHeight; }
    }

    public override double Width
    {
        get { return pixelWidth; }
    }

    public override double Height
    {
        get { return pixelHeight; }
    }
}

As pointed out in a comment, you might improve performance by implementing an unsafe copy operation, which could look like this:

unsafe public override void CopyPixels(
    Int32Rect sourceRect, Array pixels, int stride, int offset)
{
    fixed (byte* source = rgbaBuffer, destination = (byte[])pixels)
    {
        byte* dstPtr = destination + offset;

        for (int y = sourceRect.Y; y < sourceRect.Y + sourceRect.Height; y++)
        {
            for (int x = sourceRect.X; x < sourceRect.X + sourceRect.Width; x++)
            {
                byte* srcPtr = source + stride * y + 4 * x;
                byte a = *(srcPtr + 3);
                *(dstPtr++) = (byte)(*(srcPtr + 2) * a / 256); // pre-multiplied B
                *(dstPtr++) = (byte)(*(srcPtr + 1) * a / 256); // pre-multiplied G
                *(dstPtr++) = (byte)(*srcPtr * a / 256); // pre-multiplied R
                *(dstPtr++) = a;
            }
        }
    }
}
like image 105
Clemens Avatar answered Nov 15 '22 13:11

Clemens


I can't see how you're going to get there without doing the swap. This example does the job but instead of altering the byte buffer directly, it just swaps the R and B values for each 32-bit word as it reads them into the bitmap's backbuffer. Since Windows is little-endian, the bit-shifting looks counter intuitive because a dereferenced RGBA word reads as ABGR. But, this is probably your best bet in terms of overall performance.

I just hard-coded the same 2px example you used in your post. I haven't tried to scale it. I just wanted to present a different approach to swapping the bytes. I hope this helps.

        byte[] buffer = new byte[] { 25, 166, 0, 255, 90, 0, 120, 255 };
        WriteableBitmap bitmap = new WriteableBitmap(2, 1, 96, 96, PixelFormats.Bgra32, null);
        int numPixels = buffer.Length / sizeof(uint);

        bitmap.Lock();

        unsafe {
            fixed (byte* pSrcData = &buffer[0]) {
                uint* pCurrent = (uint*)pSrcData;
                uint* pBitmapData = (uint*)bitmap.BackBuffer;

                for (int n = 0; n < numPixels; n++) {
                    uint x = *(pCurrent++);

                    // Swap R and B. Source is in format: 0xAABBGGRR
                    *(pBitmapData + n) =
                        (x & 0xFF000000) |
                        (x & 0x00FF0000) >> 16 |
                        (x & 0x0000FF00) |
                        (x & 0x000000FF) << 16;
                }
            }
        }

        bitmap.AddDirtyRect(new Int32Rect(0, 0, 2, 1));
        bitmap.Unlock();

        image1.Source = bitmap;
like image 43
drankin2112 Avatar answered Nov 15 '22 13:11

drankin2112


You can either:

a. allocate a new buffer and copy the sub-pixels into it while swapping the channels (using unsafe code) and create a BitmapSource using the buffer. (Using an array as a source or Using an IntPtr as a source.)

or

b. Display the image as is (with the wrong channel order) and use an HLSL shader to swap the sub-pixels during rendering.

like image 1
Danny Varod Avatar answered Nov 15 '22 14:11

Danny Varod