I'am trying convert DrawingImage into MemoryStream. My code looks like this:
public MemoryStream ImageStream(DrawingImage drawingImage)
{
MemoryStream stream = new MemoryStream();
ImageSource imageSource = drawingImage;
if (imageSource != null)
{
BitmapSource bitmap = imageSource as BitmapSource;
if (bitmap != null)
{
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmap));
encoder.Save(stream);
}
}
return stream;
}
But problem is after casting ImageSource into BitmapSource bitmap is always null. Any sugestion how to fix that?
The reason your bitmap
variable is always null is because DrawingImage
does not extend BitmapImage
or vice-versa, so the cast is guaranteed to fail. A DrawingImage
does not contain any pixel data of any kind. It references a Drawing
that is used whenever the image needs to be rasterized.
How did you find yourself in a situation where you want to rasterize a DrawingImage
and serialize it into a stream? I get the feeling you are going about something in an unusual way if you have need of a function like this.
Nevertheless, you could implement this function by drawing the DrawingImage
to a DrawingVisual
, rendering it to a RenderTargetBitmap
, and then passing the render target to the encoder to serialize the raster data to a stream.
public MemoryStream ImageStream(DrawingImage drawingImage)
{
DrawingVisual visual = new DrawingVisual();
using (DrawingContext dc = visual.RenderOpen())
{
dc.DrawDrawing(drawingImage.Drawing);
dc.Close();
}
RenderTargetBitmap target = new RenderTargetBitmap((int)visual.Drawing.Bounds.Right, (int)visual.Drawing.Bounds.Bottom, 96.0, 96.0, PixelFormats.Pbgra32);
target.Render(visual);
MemoryStream stream = new MemoryStream();
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(target));
encoder.Save(stream);
return stream;
}
If you want something a little more generic, I would split this into two methods and change some of the types.
public BitmapSource Rasterize(Drawing drawing)
{
DrawingVisual visual = new DrawingVisual();
using (DrawingContext dc = visual.RenderOpen())
{
dc.DrawDrawing(drawing);
dc.Close();
}
RenderTargetBitmap target = new RenderTargetBitmap((int)drawing.Bounds.Right, (int)drawing.Bounds.Bottom, 96.0, 96.0, PixelFormats.Pbgra32);
target.Render(visual);
return target;
}
public void SavePng(BitmapSource source, Stream target)
{
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(source));
encoder.Save(target);
}
Then you could use it with any kind of stream. For example, to save the drawing to a file:
using (FileStream file = File.Create("somepath.png"))
{
SavePng(Rasterize(drawingImage.Drawing), file);
}