Is there a way to get a DrawingContext
(or something similar) for a WriteableBitmap
? I.e. something to allow you to call simple DrawLine
/DrawRectangle
/etc kinds of methods, rather than manipulate the raw pixels directly.
It appears the word is no.
For future reference, we plan to use a port of the Writeable Bitmap Extensions for WPF.
For a solution using purely existing code, any of the other suggestions mentioned below will work.
I found sixlettervariables' solution the most workable one. However, there's a "drawingContext.Close()" missing. According to MSDN, "A DrawingContext must be closed before its content can be rendered". The result is the following utility function:
public static BitmapSource CreateBitmap(
int width, int height, double dpi, Action<DrawingContext> render)
{
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
render(drawingContext);
}
RenderTargetBitmap bitmap = new RenderTargetBitmap(
width, height, dpi, dpi, PixelFormats.Default);
bitmap.Render(drawingVisual);
return bitmap;
}
This can then easily be used like this:
BitmapSource image = ImageTools.CreateBitmap(
320, 240, 96,
drawingContext =>
{
drawingContext.DrawRectangle(
Brushes.Green, null, new Rect(50, 50, 200, 100));
drawingContext.DrawLine(
new Pen(Brushes.White, 2), new Point(0, 0), new Point(320, 240));
});
.Close()
is implicit in the .Dispose()
- which is the whole point behind the using
statement. If you leave only the render(...)
command inside the using block, you'll be fine and don't need any .Close()
. –
Mauramauralia WriteableBitmap
in this answer, why is it the top one? :) It's completely unrelated to the question. –
Hirsch WritaBleBitmap result = new WritableBitmap(image);
–
Tele If you don't mind using System.Drawing
you could do something like:
var wb = new WriteableBitmap( width, height, dpi, dpi,
PixelFormats.Pbgra32, null );
wb.Lock();
var bmp = new System.Drawing.Bitmap( wb.PixelWidth, wb.PixelHeight,
wb.BackBufferStride,
PixelFormat.Format32bppPArgb,
wb.BackBuffer );
Graphics g = System.Drawing.Graphics.FromImage( bmp ); // Good old Graphics
g.DrawLine( ... ); // etc...
// ...and finally:
g.Dispose();
bmp.Dispose();
wb.AddDirtyRect( ... );
wb.Unlock();
I'm wondering the same thing, as currently I do something like:
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
//
// ... draw on the drawingContext
//
RenderTargetBitmap bmp = new RenderTargetBitmap(width, height, dpi, dpi, PixelFormats.Default);
bmp.Render(drawingVisual);
image.Source = bmp;
}
I'm trying to use the WriteableBitmap to allow multithreaded access to the pixel buffer, which is currently not allowed with neither a DrawingContext nor a RenderTargetBitmap. Maybe some sort of WritePixels routine based off of what you've retrieved from the RenderTargetBitmap would work?
bmp.Freeze()
if you're sharing the bitmap between threads. –
Perrie It appears the word is no.
For future reference, we plan to use a port of the Writeable Bitmap Extensions for WPF.
For a solution using purely existing code, any of the other suggestions mentioned below will work.
A different way to solve this problem is to use a RenderTargetBitmap
as a backing store, just like in the WriteableBitmap
example. Then you can create and issue WPF drawing commands to it whenever you want. For example:
// create the backing store in a constructor
var backingStore =
new RenderTargetBitmap(200,200,97,97,PixelFormats.Pbgra32);
myImage.Source = backingStore;
// whenever you want to update the bitmap, do:
var drawingVisual = new DrawingVisual();
var drawingContext = drawingVisual.RenderOpen();
{
// your drawing commands go here
drawingContext.DrawRectangle(
Brushes.Red, new Pen(),
new Rect(this.RenderSize));
}
Render(drawingContext);
drawingContext.Close();
backingStore.Render(drawingVisual);
If you want to redraw this RenderTargetBitmap
every frame, you can catch the CompositionTarget.Rendering
event, like this:
CompositionTarget.Rendering += MyRenderingHandler;
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