Help with Bitmap decoder
I've been working on a bitmap decoder, but my algorithm for processing the pixel data doesn't seem to be quite right:
public IntPtr ReadPixels(Stream fs, int offset, int width, int height, int bpp)
{
IntPtr bBits;
int pixelCount = bpp * width * height;
int Row = 0;
decimal value = ((bpp*width)/32)/4;
int RowSize = (int)Math.Ceiling(value);
int ArraySize = RowSize * Math.Abs(height);
int Col = 0;
Byte[] BMPData = new Byte[ArraySize];
BinaryReader r = new BinaryReader(fs);
开发者_StackOverflow r.BaseStream.Seek(offset, SeekOrigin.Begin);
while (Row < height)
{
Byte ReadByte;
if (!(Col >= RowSize))
{
ReadByte = r.ReadByte();
BMPData[(Row * RowSize) + Col] = ReadByte;
Col += 1;
}
if (Col >= RowSize)
{
Col = 0;
Row += 1;
}
}
bBits = System.Runtime.InteropServices.Marshal.AllocHGlobal(BMPData.Length);
System.Runtime.InteropServices.Marshal.Copy(BMPData, 0, bBits, BMPData.Length);
return bBits;
}
I can process only monochrome bitmaps and on some, parts of the bitmap is processed fine. None are compressed and they are rendered upside down and flipped around. I really could do with some help on this one.
decimal value = ((bpp*width)/32)/4;
int RowSize = (int)Math.Ceiling(value);
That isn't correct. Your RowSize variable is actually called "stride". You compute it like this:
int bytes = (width * bitsPerPixel + 7) / 8;
int stride = 4 * ((bytes + 3) / 4);
You are ignoring the stride.
Image rows can be padded to the left with additional Bytes to make their size divide by a number such as (1 = no padding, 2, 4, 8 = default for many images, 16, ...).
Also, images can be a rectangle region within a larger image, making the "padding" between lines in the smaller image even larger (since the stride is the larger image's stride). - In this case the image can also have an offset for its start point within the buffer.
Better practice is:
// Overload this method 3 time for different bit per SUB-pixel values (8, 16, or 32)
// = (byte, int, float)
// SUB-pixel != pixel (= 1 3 or 4 sub-pixels (grey or RGB or BGR or BGRA or RGBA or ARGB or ABGR)
unsafe
{
byte[] buffer = image.Buffer;
int stride = image.buffer.Length / image.PixelHeight;
// or int stride = image.LineSize; (or something like that)
fixed (float* regionStart = (float*)(void*)buffer) // or byte* or int* depending on datatype
{
for (int y = 0; y < height; y++) // height in pixels
{
// float* and float or byte* and byte or int* and int
float* currentPos
= regionStart + offset / SizeOf(float) + stride / SizeOf(float) * y;
for (int x = 0; x < width; x++) // width in pixels
{
for (int chan = 0; chan < channel; chan++) // 1, 3 or 4 channels
{
// DO NOT USE DECIMAL - you want accurate image values
// with best performance - primative types
// not a .NET complex type used for nice looking values for users e.g. 12.34
// instead use actual sub pixel type (float/int/byte) or double instead!
var currentValue = value;
currentPos++;
}
}
}
}
}
I find something I don't understand:
decimal value = ((bpp*width)/32)/4;
int RowSize = (int)Math.Ceiling(value);
RowSize, in my opinion, should be (bpp*width) / 8 + (bpp%8==0?0:1)
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