-api-id | -api-type | ms.custom |
---|---|---|
P:Windows.UI.Xaml.Media.Imaging.WriteableBitmap.PixelBuffer |
winrt property |
project-verbatim |
Gets an access for the direct buffer where each pixel of the WriteableBitmap is written to.
A reference to the pixel buffer.
This code example uses the PixelBuffer property of WriteableBitmap to write to its pixel content.
The C# example comes from a larger code sample—the SDK XAML images sample. The C# code shown is part of a transcoding scenario that eventually uses the WriteableBitmap as an Image.Source value, and displays the image.
The examples in the other languages are a little more scoped and/or self-contained.
using (IRandomAccessStream fileStream = await file.OpenAsync(Windows.Storage.FileAccessMode.Read))
{
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(fileStream);
// Scale image to appropriate size
BitmapTransform transform = new BitmapTransform() {
ScaledWidth = Convert.ToUInt32(Scenario4WriteableBitmap.PixelWidth),
ScaledHeight = Convert.ToUInt32(Scenario4WriteableBitmap.PixelHeight)
};
PixelDataProvider pixelData = await decoder.GetPixelDataAsync(
BitmapPixelFormat.Bgra8, // WriteableBitmap uses BGRA format
BitmapAlphaMode.Straight,
transform,
ExifOrientationMode.IgnoreExifOrientation, // This sample ignores Exif orientation
ColorManagementMode.DoNotColorManage
);
// An array containing the decoded image data, which could be modified before being displayed
byte[] sourcePixels = pixelData.DetachPixelData();
// Open a stream to copy the image contents to the WriteableBitmap's pixel buffer
using (Stream stream = Scenario4WriteableBitmap.PixelBuffer.AsStream())
{
await stream.WriteAsync(sourcePixels, 0, sourcePixels.Length);
}
}
// You'll need to add the Pictures Library capability to your Package.appxmanifest file.
// MainPage.xaml
...
<Image x:Name="anyExampleImage" Width="100" Height="100"/>
...
// pch.h
...
#include <winrt/Windows.Graphics.Imaging.h>
#include <winrt/Windows.Storage.Streams.h>
#include <winrt/Windows.UI.Xaml.Media.Imaging.h>
struct __declspec(uuid("905a0fef-bc53-11df-8c49-001e4fc686da")) IBufferByteAccess : ::IUnknown
{
virtual HRESULT __stdcall Buffer(uint8_t** value) = 0;
};
...
// MainPage.h
...
struct MainPage : MainPageT<MainPage>
{
...
Windows::Foundation::IAsyncAction ClickHandler(Windows::Foundation::IInspectable const&, Windows::UI::Xaml::RoutedEventArgs const&);
private:
Windows::UI::Xaml::Media::Imaging::WriteableBitmap m_writeableBitmap{ nullptr };
};
...
// MainPage.cpp
...
Windows::Foundation::IAsyncAction MainPage::ClickHandler(IInspectable const&, RoutedEventArgs const&)
{
uint32_t scaledSize = 100;
m_writeableBitmap = Windows::UI::Xaml::Media::Imaging::WriteableBitmap(scaledSize, scaledSize);
Windows::Storage::StorageFolder picturesFolder{ Windows::Storage::KnownFolders::PicturesLibrary() };
auto anyExampleImageFile{ co_await picturesFolder.GetFileAsync(L"anyexampleimage.png") };
Windows::Storage::Streams::IRandomAccessStream fileStream{ co_await anyExampleImageFile.OpenAsync(Windows::Storage::FileAccessMode::Read) };
auto decoder{ co_await Windows::Graphics::Imaging::BitmapDecoder::CreateAsync(fileStream) };
// Scale the image to the appropriate size.
Windows::Graphics::Imaging::BitmapTransform transform;
transform.ScaledWidth(scaledSize);
transform.ScaledHeight(scaledSize);
Windows::Graphics::Imaging::PixelDataProvider pixelData{ co_await decoder.GetPixelDataAsync(
Windows::Graphics::Imaging::BitmapPixelFormat::Bgra8, // WriteableBitmap uses BGRA format
Windows::Graphics::Imaging::BitmapAlphaMode::Straight,
transform,
Windows::Graphics::Imaging::ExifOrientationMode::IgnoreExifOrientation, // This sample ignores Exif orientation
Windows::Graphics::Imaging::ColorManagementMode::DoNotColorManage
) };
// An array containing the decoded image data, which could be modified before being displayed
winrt::com_array<uint8_t> sourcePixels{ pixelData.DetachPixelData() };
// COMMENT OUT EXACTLY ONE OF TECHNIQUE 1/2
// TECHNIQUE 1; QI for IBufferByteAccess.
auto bufferByteAccess{ m_writeableBitmap.PixelBuffer().as<::IBufferByteAccess>() };
uint8_t * pTargetBytes{ nullptr };
bufferByteAccess->Buffer(&pTargetBytes);
// TECHNIQUE 2; use a C++/WinRT helper function (and delete the definition of IBufferByteAccess in pch.h).
//uint8_t * pTargetBytes{ m_writeableBitmap.PixelBuffer().data() };
for (auto & element : sourcePixels)
{
*(pTargetBytes++) = element;
}
anyExampleImage().Source(m_writeableBitmap);
}
...
// pch.h
...
#include <robuffer.h>
...
// MainPage.xaml.cpp
auto writeableBitmap{ ref new Windows::UI::Xaml::Media::Imaging::WriteableBitmap(100, 100) };
::IUnknown* pUnk{ reinterpret_cast<IUnknown*>(writeableBitmap->PixelBuffer) };
Microsoft::WRL::ComPtr<Windows::Storage::Streams::IBufferByteAccess> bufferByteAccess;
HRESULT hr{ pUnk->QueryInterface(IID_PPV_ARGS(&bufferByteAccess)) };
byte *pBuffer{ nullptr };
bufferByteAccess->Buffer(&pBuffer);
// Now, write into the WriteableBitmap by using pBuffer. For example, make the first pixel red.
*pBuffer = 0xFF; ++pBuffer;
*pBuffer = 0xFF; ++pBuffer;
*pBuffer = 0x0; ++pBuffer;
*pBuffer = 0x0;
Note
Use the Language picker (near the title) to choose a programming language for the code example.
The IBuffer returned by PixelBuffer can't be written to directly. But you can use language-specific techniques to write to the underlying pixel content in the buffer.
- To access the pixel content from C# or Microsoft Visual Basic, you can use the WindowsRuntimeBufferExtensions.AsStream method to access the underlying buffer as a stream. This is shown in the C# code example.
- To access the pixel content from C++/WinRT, you have three alternatives. As long as you're not
using namespace winrt;
, then you can include the SDK header filerobuffer.h
to bring in the definition of the IBufferByteAccess COM interface. However, sinceusing namespace winrt;
is very common, you can alternatively define the IBufferByteAccess interface in one place in your project (see the C++/WinRT code example to see how). Once IBufferByteAccess is defined, using either of those two techniques, you can query PixelBuffer for an instance of IBufferByteAccess. You then call the IBufferByteAccess::Buffer method to retrieve a pointer to the buffer of bytes that represents the pixel content. This is shown in the C++/WinRT code example. The third alternative (also shown in the C++/WinRT code example) is to avoid using IBufferByteAccess altogether by retrieving theuint8_t*
that's returned from a helper function that you can call withWriteableBitmap.PixelBuffer().data()
. - To access the pixel content from C++/CX, you can query PixelBuffer for the IBufferByteAccess interface, which is a COM interface. Include
robuffer.h
. You can then call the the IBufferByteAccess::Buffer method to retrieve a pointer to the buffer of bytes that represents the pixel content. This is shown in the C++/CX code example.
BitmapSource, BitmapDecoder, IBuffer, Windows.Graphics.Imaging namespace, XAML images sample