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c#wpfvideo-capturebitmapimage

How to create a BitmapImage from a pixel byte array (live video display)


I need to display live images on a WPF control. I'm looking for the fastest way to do this using WPF.

I'm capturing images from a camera using its dll API (AVT).

The image is writen by the dll and the camera rises a callback with an IntPtr to a Image struct called tFrame (described below). The pixel data is stored at the ImageBuffer propertie with is an InPtr to a byte array.

I know how to create a Bitmap from the pixel byte array, but not a BitmapImage. So it is possible to create a Bitmap and then create a BitmapImagem from it. Here there is a way to create a BitmapImage from a Bitmap on the memory. But I want to create the BitmapImage directly from the data source (tFrame). How can I do that?

I know that BitmapImage have a CopyPixels method, but it laks of a SetPixels.

public struct tFrame
{
    public IntPtr AncillaryBuffer;
    public uint AncillaryBufferSize;
    public uint AncillarySize;
    public tBayerPattern BayerPattern;
    public uint BitDepth;
    public tFrameCtx Context;
    public tImageFormat Format;
    public uint FrameCount;
    public uint Height;
    public IntPtr ImageBuffer;
    public uint ImageBufferSize;
    public uint ImageSize;
    public uint RegionX;
    public uint RegionY;
    public tErr Status;
    public uint TimestampHi;
    public uint TimestampLo;
    public uint Width;
}

Here is how I create a Bitmap from a pixel byte array. This was used at the WinForm version of the software.

private void CreateBitmap(tFrame frame)
{
    //This sample is for a 8bpp captured image
    PixelFormat pxFormat = PixelFormat.Format8bppIndexed;

    //STRIDE
    //[https://stackoverflow.com/questions/1983781/why-does-bitmapsource-create-throw-an-argumentexception/1983886#1983886][3]
    //float bitsPerPixel = System.Drawing.Image.GetPixelFormatSize(format);
    int bitsPerPixel = ((int)pxFormat >> 8) & 0xFF;
    //Number of bits used to store the image data per line (only the valid data)
    int validBitsPerLine = ((int)frame.Width) * bitsPerPixel;
    //4 bytes for every int32 (32 bits)
    int stride = ((validBitsPerLine + 31) / 32) * 4;

    Bitmap bmp = new Bitmap((int)frame.Width, (int)frame.Height, stride, pxFormat, frame.ImageBuffer);
}

EDIT 1:

Thanks to dr.mo, now I'm able to display 60 FPS 1024x1024 images with ~3% CPU usage! What I'm doing is:

//@ UI Thread
public WriteableBitmap wbm = new WriteableBitmap(1024, 1024, (double)96, (double)96, System.Windows.Media.PixelFormats.Gray8, null);
this.wbBackBuffer = this.wbm.BackBuffer;

//This can be called by a timer in the UI thread or at the grab Thread for every image, the CPU usage is almost the same.
void UpdateDisplayImage()
{
wbm.Lock();
wbm.AddDirtyRect(new Int32Rect(0, 0, wbm.PixelWidth, wbm.PixelHeight));
wbm.Unlock();
}

//@ Grab Thread
//Update the backbuffer with new camera image data.
UpdateBackBuffer(...);

/// <summary>
/// [http://msdn.microsoft.com/en-us/library/system.windows.media.imaging.writeablebitmap.aspx]
/// </summary>
public void UpdateBackBuffer(IntPtr pData, int w, int h, int ch)
{
    //Can not acess wbm from outside UI thread
    //CopyMemory(wbm.BackBuffer, pData, (uint)(w * h * ch));
    //I dont know if it is safe to write to it buffer like this:
    CopyMemory(this.wbBackBuffer, pData, (uint)(w * h * ch));
}

Solution

  • This should do the trick. it's super fast.

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using System.Windows;
    using System.Windows.Controls;
    using System.Windows.Data;
    using System.Windows.Documents;
    using System.Windows.Input;
    using System.Windows.Media;
    using System.Windows.Media.Imaging;
    using System.Windows.Navigation;
    using System.Windows.Shapes;
    
    using System.Drawing;
    using System.Runtime.InteropServices;
    using System.IO;
    using System.ComponentModel;
    
    
    public class MakeBitmapSource
    {
        [DllImport("kernel32.dll", EntryPoint = "RtlMoveMemory")]
        public static extern void CopyMemory(IntPtr Destination, IntPtr Source, uint Length);
    
    
    
        public static BitmapSource FromNativePointer(IntPtr pData, int w, int h, int ch)
        {
            PixelFormat format = PixelFormats.Default;
    
            if (ch == 1) format = PixelFormats.Gray8; //grey scale image 0-255
            if (ch == 3) format = PixelFormats.Bgr24; //RGB
            if (ch == 4) format = PixelFormats.Bgr32; //RGB + alpha
    
    
            WriteableBitmap wbm = new WriteableBitmap(w, h, 96, 96, format, null);
            CopyMemory(wbm.BackBuffer, pData, (uint)(w * h * ch));
    
            wbm.Lock();
            wbm.AddDirtyRect(new Int32Rect(0, 0, wbm.PixelWidth, wbm.PixelHeight));
            wbm.Unlock();
    
            return wbm;
        }
    
        public static BitmapSource FromArray(byte[] data, int w, int h, int ch)
        {
            PixelFormat format = PixelFormats.Default;
    
            if (ch == 1) format = PixelFormats.Gray8; //grey scale image 0-255
            if (ch == 3) format = PixelFormats.Bgr24; //RGB
            if (ch == 4) format = PixelFormats.Bgr32; //RGB + alpha
    
    
            WriteableBitmap wbm = new WriteableBitmap(w, h, 96, 96, format, null);
            wbm.WritePixels(new Int32Rect(0, 0, w, h), data, ch * w, 0);
    
            return wbm;
        }
    }