I'm using the following code to make image masks in C#:
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
bmp.SetPixel(x,y,Color.White);
}
}
for(int x = left; x < width; x++)
{
for(int y = top; y < height; y++)
{
bmp.SetPixel(x,y,Color.Transparent);
}
}
But it's WAY too slow... What is the unsafe equivalent to this? Will it be allot faster?
In the end I do a bmp.Save() in PNG format.
UPDATE:
After reading through [Link removed, dangerous site] as suggested by MusiGenesis, I made it work using the following code (for anyone who needs it):
Bitmap bmp = new Bitmap(1000,1000,PixelFormat.Format32bppArgb);
BitmapData bmd = bmp.LockBits(new Rectangle(0, 0, bmp.Width,bmp.Height),
System.Drawing.Imaging.ImageLockMode.ReadWrite,
bmp.PixelFormat);
int PixelSize=4;
unsafe
{
for(int y=0; y<bmd.Height; y++)
{
byte* row=(byte *)bmd.Scan0+(y*bmd.Stride);
for(int x=0; x<bmd.Width; x++)
{
row[x*PixelSize] = 0; //Blue 0-255
row[x*PixelSize + 1] = 255; //Green 0-255
row[x*PixelSize + 2] = 0; //Red 0-255
row[x*PixelSize + 3] = 50; //Alpha 0-255
}
}
}
bmp.UnlockBits(bmd);
bmp.Save("test.png",ImageFormat.Png);
Alpha channel: 0 being fully transparent, 255 being no transparency on that pixel.
I'm sure you can easily modify the loop for painting a rectangle :)
Width
andHeight
properties of yourBitmapData
object inside your loops. Accessing these properties on theBitmap
itself would slow the code down (this is a common mistake in .NET image processing). – Oyez