The problem: I receive a YUV_420_888 image from an android device as a byte buffer (simply concatenated the image plane buffers). I know the dimension of the image and I need to display it onto my GUI.
What I have so far: At the moment I can use only the grayscale Y-plane with the following function:
private BitmapImage GetImageFromBuffer(byte[] imgBuffer)
{
Image<Gray, byte> emguImg = new Image<Gray, byte>(1280, 720);
emguImg.Bytes = imgBuffer;
var img = new BitmapImage();
using (MemoryStream ms = new MemoryStream(emguImg.ToJpegData()))
{
img.BeginInit();
img.CacheOption = BitmapCacheOption.OnLoad;
img.CreateOptions = BitmapCreateOptions.PreservePixelFormat;
img.StreamSource = ms;
img.EndInit();
}
return img;
}
I also have tested a similar code, using Image.ToBitmap()
function and copying the intermediate Bitmap to the memory stream, which serves as source for the BitmapImage
.
Anyway, I would like to create a BitmapImage
of BitmapSource
(or any type I can use to display on the GUI) from the incoming byte[]
.
As far as I could read up on it, I have to create a Mat
instance from the byte array, convert it to RGB and then save it to a diplay-able format.
The following code seems to do the trick:
private BitmapImage GetImageFromBuffer(byte[] imgBuffer)
{
unsafe
{
fixed (byte* p = imgBuffer)
{
IntPtr ptr = (IntPtr)p;
Mat yuvMat = new Mat(1080, 1280, Emgu.CV.CvEnum.DepthType.Cv8U, 1, ptr, 1280);
Mat rgbMat = new Mat();
CvInvoke.CvtColor(yuvMat, rgbMat, Emgu.CV.CvEnum.ColorConversion.Yuv420Sp2Rgb);
var img = new BitmapImage();
using (MemoryStream ms = new MemoryStream())
{
img.BeginInit();
rgbMat.Bitmap.Save(ms, ImageFormat.Bmp);
img.CacheOption = BitmapCacheOption.OnLoad;
img.CreateOptions = BitmapCreateOptions.PreservePixelFormat;
img.StreamSource = ms;
img.EndInit();
}
return img;
}
}
}
Maybe someone can confirm, if this is the way to go or comment suggestions for improvements.