capture.Read(frame);
var bmp = BitmapConverter.ToBitmap(frame);
public static Array2D<Byte> ToArray2D(this Bitmap bitmap)
{
Int32 stride;
Byte[] data;
// Removes unnecessary getter calls.
Int32 width = bitmap.Width;
Int32 height = bitmap.Height;
// 'using' block to properly dispose temp image.
using (Bitmap grayImage = MakeGrayscale3(bitmap))
{
BitmapData bits = grayImage.LockBits(new System.Drawing.Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppPArgb);
stride = bits.Stride;
Int32 length = stride * height;
data = new Byte[length];
System.Runtime.InteropServices.Marshal.Copy(bits.Scan0, data, 0, length);
grayImage.UnlockBits(bits);
}
// Constructor is (rows, columns), so (height, width)
Array2D<Byte> array = new Array2D<Byte>(height, width);
Int32 offset = 0;
for (Int32 y = 0; y < height; y++)
{
// Offset variable for processing one line
Int32 curOffset = offset;
// Get row in advance
Array2D<Byte>.Row<Byte> curRow = array[y];
for (Int32 x = 0; x < width; x++)
{
curRow[x] = data[curOffset]; // Should be the Blue component.
curOffset += 4;
}
// Stride is the actual data length of one line. No need to calculate that;
// not only is it already given by the BitmapData object, but in some situations
// it may differ from the actual data length. This also saves processing time
// by avoiding multiplications inside each loop.
offset += stride;
}
return array;
}
public static Bitmap MakeGrayscale3(Bitmap original)
{
//create a blank bitmap the same size as original
Bitmap newBitmap = new Bitmap(original.Width, original.Height);
//get a graphics object from the new image
Graphics g = Graphics.FromImage(newBitmap);
//create the grayscale ColorMatrix
ColorMatrix colorMatrix = new ColorMatrix(
new float[][]
{
new float[] {.3f, .3f, .3f, 0, 0},
new float[] {.59f, .59f, .59f, 0, 0},
new float[] {.11f, .11f, .11f, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1}
});
//create some image attributes
ImageAttributes attributes = new ImageAttributes();
//set the color matrix attribute
attributes.SetColorMatrix(colorMatrix);
//draw the original image on the new image
//using the grayscale color matrix
g.DrawImage(original, new System.Drawing.Rectangle(0, 0, original.Width, original.Height),
0, 0, original.Width, original.Height, GraphicsUnit.Pixel, attributes);
//dispose the Graphics object
g.Dispose();
return newBitmap;
}