I'm attempting to put a watermark on a picture taken by my app. The simplest way I could think of is to use FrameworkElement
's to build the layers and then use RenderTargetBitmap
to create the water marked image.
Here is a sample of my XAML.
<ScrollViewer x:Name="Zoom" Grid.Column="1" HorizontalScrollMode="Enabled" VerticalScrollMode="Enabled" VerticalScrollBarVisibility="Hidden" HorizontalScrollBarVisibility="Hidden" ZoomMode="Enabled">
<Border x:Name="BgBorder">
<Grid x:Name="ImageGird" SizeChanged="ImageGird_SizeChanged">
<Grid x:Name="CaptureGird">
<Image x:Name="CapturedImage" Stretch="None" Source="ms-appx:///Assets/Photo.jpg" />
<StackPanel x:Name="Watermark" VerticalAlignment="Top" HorizontalAlignment="Left" Background="#6FFFFFFF" Margin="10">
<TextBlock Text="Name" Foreground="Black" Margin="10,2.5,10,2.5" />
<TextBlock Text="12345" Foreground="Black" Margin="10,2.5,10,2.5"/>
<TextBlock Text="54321" Foreground="Black" Margin="10,2.5,10,2.5" />
</StackPanel>
</Grid>
</Grid>
</Border>
</ScrollViewer>
Due to resolution of the images they need it is wrapped in a ScrollViewer
so it can be zoomed out, however when I attempt to create a bitmap of this image using the below code, the rendered bitmap is smaller then the FrameworkElement
private async void Button_Click(object sender, RoutedEventArgs e)
{
try
{
var displayI = DisplayInformation.GetForCurrentView();
var renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(ImageGird, (int)ImageGird.ActualWidth, (int)ImageGird.ActualHeight);
IBuffer pixels = await renderTargetBitmap.GetPixelsAsync();
CapturedImage2.Source = renderTargetBitmap;
Debug.WriteLine("Button_Click: ImageGrid: " + ImageGird.ActualWidth + "x" + ImageGird.ActualHeight + " RenderTargetBitmap: " + renderTargetBitmap.PixelWidth + "x" + renderTargetBitmap.PixelHeight);
}
catch (Exception )
{
}
}
The debug output is
Button_Click: ImageGrid: 5344x3008 RenderTargetBitmap: 4096x2306
Can anyone tell me why the rendered bitmap is much smaller then the actual element I'm creating it from?
Also is there a better way to watermark an image?
Thanks to @A.J.Bauer pointing me to Win2D i've manage to solve the issue quite elegantly.
/// <summary>
/// Create a watermarked image from an image stream
/// </summary>
/// <param name="sender">Jpeg image stream.</param>
private async Task<ImageSource> CreateWaterMarkedImage(IRandomAccessStream stream)
{
// Ensure our stream is at the beginning.
stream.Seek(0);
// Create our Win2D in memory renderer.
CanvasDevice device = CanvasDevice.GetSharedDevice();
CanvasRenderTarget offscreen = new CanvasRenderTarget(device, (float)ImageGird.ActualWidth, (float)ImageGird.ActualHeight, 96);
// Create our Win2D bitmap
CanvasBitmap bmp = await CanvasBitmap.LoadAsync(offscreen, stream, 96);
// Create a text formatter for our watermark
var format = new CanvasTextFormat()
{
FontSize = 40,
HorizontalAlignment = CanvasHorizontalAlignment.Left,
VerticalAlignment = CanvasVerticalAlignment.Top,
WordWrapping = CanvasWordWrapping.Wrap,
FontFamily = "Arial",
FontWeight = FontWeights.SemiBold
};
// Get a Win2D drawing session instance
using (CanvasDrawingSession ds = offscreen.CreateDrawingSession())
{
// Layer our resulting Watermarked image.
ds.DrawImage(bmp);
// Create the Win2D text layout so we can get the bounds.
var tl = new CanvasTextLayout(ds, "Name\r\n12345\r\n54321", format, 1000, 1000);
// Create a background for the text
ds.FillRectangle(10, 10, (float)tl.DrawBounds.Width + 20f, (float)tl.DrawBounds.Height + 20f, new Color() { A = 0x6F, R = 0xFF, G = 0xFF, B = 0xFF });
// Add the text layout.
ds.DrawTextLayout(tl, 10, 10, Colors.Black);
// Clear up the memory.
tl.Dispose();
}
// Create our bitmap so we can return an ImageSource
BitmapImage im = new BitmapImage();
using (InMemoryRandomAccessStream oStream = new InMemoryRandomAccessStream())
{
// Save the Win2D canvas renderer a stream.
await offscreen.SaveAsync(oStream, CanvasBitmapFileFormat.Jpeg, 1.0f);
stream.Seek(0);
// Stream our Win2D pixels into the Bitmap
await im.SetSourceAsync(oStream);
Debug.WriteLine("CreateWaterMarkedImage: ImageGrid: " + ImageGird.ActualWidth + "x" + ImageGird.ActualHeight + " Bitmap: " + im.PixelWidth + "x" + im.PixelHeight);
}
// Tidy Up.
format.Dispose();
bmp.Dispose();
offscreen.Dispose();
device.Dispose();
return im;
}
The resulting debug gives me.
CreateWaterMarkedImage: ImageGrid: 5344x3008 Bitmap: 5344x3008
And if set the source of an Image
UIElement
the watermarked image is displayed.
CapturedImage2.Source = await CreateWaterMarkedImage(photoStream);
This example is very much tailored to my needs, however anyone should easily be able to adapt it if you use the Win2D XAML controls.