Highlights

Advanced Icon Handling

Adding images to icons, extracting icon images, converting to multi-resolution bitmap, advanced save support.

Advanced Bitmap Handling

Quantizing and dithering, changing color depth and size, fast direct bitmap access, advanced save support to different formats.

Advanced
Metafile Handling

Saving into EMF/WMF formats, converting to anti-aliased bitmap.

Free

The project is open source and is available on GitHub. Being under a custom permissive license the Drawing Libraries are free to use even in commercial projects.

Fully Documented

Online documentation with many examples and sample images.

Proven

Used by developer companies such as Siemens and evosoft for more than a decade.

Download

Available Packages

Starting with version 7.0.0 KGy SOFT Drawing Libraries are available in multiple packages:

KGySoft.Drawing.Core

This package contains the platform-independent core functionality that mainly resides in the KGySoft.Drawing.Imaging namespace.

Main highlights:

The package can be downloaded directly from NuGet or by using the Package Manager Console:

PM> Install-Package KGySoft.Drawing.Core

KGySoft.Drawing

This package provides special support for System.Drawing types such as Bitmap, Metafile, Image, Icon, Graphics. In .NET 7 and above this package can be used on Windows only. When targeting earlier versions, Unix/Linux based systems are also supported (if the libgdiplus library is installed).

Main highlights:

The package can be downloaded directly from NuGet or by using the Package Manager Console:

PM> Install-Package KGySoft.Drawing

KGySoft.Drawing.Wpf

This package helps accessing the bitmap data of the WriteableBitmap type in WPF supporting all of its possible pixel formats. It also allows direct read-only access to the bitmap data of any BitmapSource.

Main highlights:

The package can be downloaded directly from NuGet or by using the Package Manager Console:

PM> Install-Package KGySoft.Drawing.Wpf

KGySoft.Drawing.Uwp

This package helps accessing the bitmap data of the WriteableBitmap type in UWP (Universal Windows Platform). This library requires targeting at least Windows 10.0.16299.0 (Fall Creators Update, version 1709) so it can reference the .NET Standard 2.0 version of the dependent core libraries.

The package can be downloaded directly from NuGet or by using the Package Manager Console:

PM> Install-Package KGySoft.Drawing.Uwp

KGySoft.Drawing.WinUI

This package helps accessing the bitmap data of the WriteableBitmap type of the Windows App SDK used in WinUI applications. This library requires targeting at least .NET 5 and Windows 10.0.17763.0 (October 2018 release, version 1809).

The package can be downloaded directly from NuGet or by using the Package Manager Console:

PM> Install-Package KGySoft.Drawing.WinUI

KGySoft.Drawing.SkiaSharp

This package provides dedicated support for the SKBitmap, SKPixmap, SKImage and SKSurface types of SkiaSharp. All pixel formats are supported (and unlike SkiaSharp’s own GetPixel, IReadableBitmapData.GetPixel also works correctly for all pixel formats), though for the fastest direct support the color space should be either sRGB or linear. The library also offers direct pixel format conversion with optional quantizing and dithering.

The package can be downloaded directly from NuGet or by using the Package Manager Console:

PM> Install-Package KGySoft.Drawing.SkiaSharp

Source Code

The source is available on GitHub.

Application Examples

KGy SOFT Drawing Example Applications

The Examples folder of the GitHub repository contains several example applications for using KGy SOFT Drawing Libraries in various environments.

The available example applications:

  • MAUI: uses just the core package, implementing special support for the SKBitmap type.
  • SkiaSharp/MAUI: uses the dedicated package for SkiaSharp.
  • UWP: uses the dedicated package for UWP.
  • WinForms: uses the dedicated package for GDI+.
  • WinUI: uses the dedicated package for WinUI.
  • WPF: uses the dedicated package for WPF.
  • SkiaSharp/WPF: uses the dedicated package for SkiaSharp.
  • Xamarin: uses just the core package, implementing special support for the SKBitmap type.
KGy SOFT Drawing MAUI Example App running on Android Phone.
KGy SOFT Drawing MAUI Example App running on Android Phone.
See the Examples folder for all of the example applications.

ScreenToGif

ScreenToGif is a WPF desktop application that can be used to create and save animations. Among others, it can use KGy SOFT Drawing Libraries to save GIF animations using various quantizers and ditherers.

KGy SOFT GIF encoder options in ScreenToGif
KGy SOFT GIF encoder options in ScreenToGif

KGy SOFT Imaging Tools and Debugger Visualizers

KGy SOFT Imaging Tools is a desktop application in the KGySoft.Drawing.Tools repository, which nicely demonstrates a sort of features of Drawing Libraries, such as quantizing and dithering, resizing, adjusting brightness, contrast and gamma, etc. The tool is packed also with some debugger visualizers for several System.Drawing types including Bitmap, Metafile, Icon, Graphics and more.

If you use Visual Studio 2013 or newer the simplest way is to download the installer package from the VisualStudio Marketplace.

Otherwise, you can download the binaries for other versions from the GitHub repo.

Help

Browse the online documentation for examples and detailed descriptions.

Examples

Icon Manipulation

(Requires the KGySoft.Drawing package for the GDI+ Icon type)

Icon images of different resolutions and color depth can be extracted from an Icon, whereas Bitmap and Icon instances can be combined into a new Icon. PNG compressed icons are also supported.

// extracting the 256x256 image from an icon:
Bitmap bmp = Icons.ExtractBitmap(new Size(256, 256));

// combining an existing icon with a bitmap:
Icon combined = myIcon.Combine(bmp);

💡 Tip: See more details at the Icons and IconExtensions classes.


Fast Bitmap Manipulation

(This example requires the KGySoft.Drawing package for the GDI+ Bitmap type but works similarly also for bitmaps of other frameworks you can create an IBitmapData instance for.)

As it is well known, Bitmap.SetPixel/GetPixel methods are very slow. Additionally, they do not support every pixel format. A typical solution can be to obtain a BitmapData by the LockBits method, which has further drawbacks: you need to use unsafe code and pointers, and the way you need to access the bitmap data depends on the actual PixelFormat of the bitmap.

KGy SOFT Drawing Libraries offer very fast and convenient way to overcome these issues. A managed accessor can be obtained by the GetReadableBitmapData, GetWritableBitmapData and GetReadWriteBitmapData methods.

var targetFormat = PixelFormat.Format8bppIndexed; // feel free to try other formats as well
using (Bitmap bmpSrc = Icons.Shield.ExtractBitmap(new Size(256, 256)))
using (Bitmap bmpDst = new Bitmap(256, 256, targetFormat))
{
    using (IReadableBitmapData dataSrc = bmpSrc.GetReadableBitmapData())
    using (IWritableBitmapData dataDst = bmpDst.GetWritableBitmapData())
    {
        IReadableBitmapDataRow rowSrc = dataSrc.FirstRow;
        IWritableBitmapDataRow rowDst = dataDst.FirstRow;
        do
        {
            for (int x = 0; x < dataSrc.Width; x++)
                rowDst[x] = rowSrc[x]; // works also between different pixel formats

        } while (rowSrc.MoveNextRow() && rowDst.MoveNextRow());
    }

    bmpSrc.SaveAsPng(@"c:\temp\bmpSrc.png");
    bmpDst.SaveAsPng(@"c:\temp\bmpDst.png"); // or saveAsGif/SaveAsTiff to preserve the indexed format
}

💡 Tip: See more examples with images at the GetReadWriteBitmapData extension method.

If you know the actual pixel format you can also access the raw data in a managed way. See the IReadableBitmapDataRow.ReadRaw and IWritableBitmapDataRow.WriteRaw methods for details and examples.

The previous example showed how to obtain an IReadWriteBitmapData for a GDI+ Bitmap. But by using the different specific available packages the corresponding GetReadWriteBitmapData method will be available also for other bitmap types such as SKBitmap of SkiaSharp, or the WriteableBitmap type of WPF, UWP or WinUI platforms offering fast GetPixel and SetPixel methods that are normally not available for a WiteableBitmap at all.


Managed Bitmap Data Manipulation

Not only for the well-known Bitmap, WriteableBitmap or SKBitmap types can you obtain a managed accessor (as described above) but you can also create a completely managed bitmap data instance by the BitmapDataFactory class. See the BitmapDataExtensions for the available operations on a bitmap data:

// Creating a completely managed, platform independent bitmap data.
// This overload allocates an internal managed storage.
using var managedBitmapData = BitmapDataFactory.CreateBitmapData(
    new Size(256, 128), KnownPixelFormat.Format32bppArgb);

The BitmapDataFactory class has many CreateBitmapData overloads. The ones whose first parameter is Size allocate the underlying buffer by themselves, which is not directly accessible from outside. But you are also able to use predefined arrays of any primitive element type (one or two dimensional ones), and also ArraySection<T> or Array2D<T> buffers to create a managed bitmap data for.


3rd Party Bitmap Types Support

(This example requires the KGySoft.Drawing.Core package and WPF. Actually you can simply use the KGySoft.Drawing.Wpf package for WPF.)

The BitmapDataFactory class has also CreateBitmapData overloads to support unmanaged memory. This makes possible to support any bitmap representation that expose its buffer by a pointer.

For example, this is how you can create a managed accessor for a WriteableBitmap instance commonly used in WPF/WinRT/UWP and other XAML-based environments, which exposes such a pointer or stream:

💡 Tip: In fact, if you use the WriteableBitmap of WPF/UWP/WinUI platforms, then you can simply use the GetReadWriteBitmapData extensions from their corresponding package. But this is how you can turn a bitmap of any environment into a managed bitmap data that does not have direct support yet.

// Though naming is different, PixelFormats.Pbgra32 is the same as PixelFormat.Format32bppPArgb.
var bitmap = new WriteableBitmap(width, height, dpiX, dpiY, PixelFormats.Pbgra32, null);

// creating the managed bitmap data for WriteableBitmap:
using (var bitmapData = BitmapDataFactory.CreateBitmapData(
    bitmap.BackBuffer,
    new Size(bitmap.PixelWidth, bitmap.PixelHeight),
    bitmap.BackBufferStride,
    PixelFormat.Format32bppPArgb)
{
    // Do whatever with bitmapData
}

// Actualizing changes. But see also the next example to see how to do these along with disposing.
bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
bitmap.Unlock();

Supporting Custom Pixel Formats

(This example requires the KGySoft.Drawing.Core package and WPF. Actually you can simply use the KGySoft.Drawing.Wpf package for WPF.)

The previous example demonstrated how we can create a managed accessor for a WriteableBitmap. But it worked only because we used a pixel format that happens to have built-in support also in KGy SOFT Drawing Libraries. In fact, the libraries provide support for any custom pixel format. The CreateBitmapData methods have several overloads that allow you to specify a custom pixel format along with a couple of delegates to be called when pixels are read or written:

// Gray8 format has no built-in support
var bitmap = new WriteableBitmap(width, height, dpiX, dpiY, PixelFormats.Gray8, null);

// But we can specify how to use it
var customPixelFormat = new PixelFormatInfo { BitsPerPixel = 8, Grayscale = true };
Func<ICustomBitmapDataRow, int, Color32> getPixel =
    (row, x) => Color32.FromGray(row.UnsafeGetRefAs<byte>(x));
Action<ICustomBitmapDataRow, int, Color32> setPixel =
    (row, x, c) => c.Blend(row.BitmapData.BackColor).GetBrightness();

// Now we specify also a dispose callback to be executed when the returned instance is disposed:
return BitmapDataFactory.CreateBitmapData(
    bitmap.BackBuffer, new Size(bitmap.PixelWidth, bitmap.PixelHeight), bitmap.BackBufferStride,
    customPixelFormat, getPixel, setPixel,
    disposeCallback: () =>
    {
        bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
        bitmap.Unlock();
    });

💡 Tip: See also the Xamarin and MAUI examples that demonstrate how to create a bitmap data for SkiaSharp’s SKBitmap type as if there was no dedicated package for SkiaSharp.

Note that there are different overloads for indexed formats where you have to specify how to read/write a palette index. Please also note that these delegates work with 32-bit color structures (just like usual GetPixel/SetPixel) so wider formats will be quantized into the ARGB8888 color space (or BGRA8888, using the alternative terminology) when getting/setting pixels but this is how regular formats work, too. Anyway, you can always access the actual underlying data of whatever format by the aforementioned IReadableBitmapDataRow.ReadRaw and IWritableBitmapDataRow.WriteRaw methods.


Color Correct Alpha Blending

Most pixel formats use the sRGB color space, in which alpha blending (and also other operations) may provide incorrect results.

Blending colored stripes in the sRGB color space
Result of blending colors in the sRGB color space. The vertical bars are opaque, whereas the horizontal ones have 50% transparency. Blending colors with disjunct RGB components often produce too dark results.
Blending colored stripes in the linear color space
Result of blending colors in the linear color space. The result seems much more natural. Note that horizontal bars still have 50% transparency, though they seem brighter now.

By default it depends on the used pixel format which color space is used in KGy SOFT Drawing Libraries. The default pixel format in most rendering engines use some sRGB format (usually a premultiplied one), which is optimized for blending in the sRGB color space. When creating a managed bitmap data by the CreateBitmapData overloads or by the GetReadable/Writable/ReadWriteBitmapData methods of the specific libraries you can use the overloads that have a WorkingColorSpace parameter.

💡 Tip: See the WorkingColorSpace enumeration for more information and image examples about working in the sRGB and linear color spaces.


Quantizing and Dithering

KGy SOFT Drawing Libraries offer quantizing (reducing the number of colors of an image) and dithering (techniques for preserving the details of a quantized image) in several ways:

💡 Tip:

See the following examples for the possible quantization results (click the images for displaying in full size):

Color hues with alpha gradient
Original image: Color hues with alpha gradient
Color hues quantized with custom 8 color palette and silver background
Color hues quantized with custom 8 color palette and silver background, no dithering. The bottom part turns white because white is the nearest color to silver.
Color hues quantized with custom 8 color palette and silver background, using Bayer 8x8 dithering
Color hues quantized with custom 8 color palette and silver background, using Bayer 8×8 dithering
Grayscale color shades
Original image: Grayscale color shades
Grayscale color shades quantized with black and white palette
Grayscale color shades quantized with black and white palette, no dithering
Grayscale color shades quantized with black and white palette, using blue noise dithering
Grayscale color shades quantized with black and white palette, using blue noise dithering
Test image "Girl with a Pearl Earring"
Original test image “Girl with a Pearl Earring”
Test image "Girl with a Pearl Earring" quantized with system default 8 BPP palette
Test image “Girl with a Pearl Earring” quantized with system default 8 BPP palette, no dithering
Test image "Girl with a Pearl Earring" quantized with system default 8 BPP palette using Bayer 8x8 dithering
Test image “Girl with a Pearl Earring” quantized with system default 8 BPP palette using Bayer 8×8 dithering
Test image "Girl with a Pearl Earring" quantized with system default 8 BPP palette using Floyd-Steinberg dithering
Test image “Girl with a Pearl Earring” quantized with system default 8 BPP palette using Floyd-Steinberg dithering
Test image "Cameraman"
Original test image “Cameraman”
Test image "Cameraman" quantized with black and white palette
Test image “Cameraman” quantized with black and white palette, no dithering
Test image "Cameraman" quantized with black and white palette using Floyd-Steinberg dithering
Test image “Cameraman” quantized with black and white palette using Floyd-Steinberg dithering

Advanced GIF Encoder with High Color Support

The KGy SOFT Drawing Libraries make possible creating high quality GIF images and animations:

  • For Image types the simplest and highest-level access is provided by the ImageExtension class and its SaveAs* methods.
  • Alternatively, you can use the static methods of the GifEncoder class to create animations or even high color still images. See also the AnimatedGifConfiguration class.
  • To create a GIF image or animation completely manually you can instantiate the GifEncoder class that provides you the lowest-level access.
True color GIF animation (29,731 colors)
True color GIF animation. The last frame has 29,731 colors. The Granger Rainbow has been generated from an alpha gradient bitmap by this code.
Warning icon as a high color GIF image
Warning icon encoded as a high color GIF. It has only single bit transparency but otherwise its colors have been preserved. It consists of 18 layers and has 4,363 colors.
Test image "Lena" encoded as a high color GIF. Prequantized to the 16-bit RGB565 color space using Floyd-Steinberg dithering
Test image “Lena” encoded as a high color GIF. Before encoding it was prequantized with RGB565 16-bit quantizer using Floyd-Steinberg dithering. It consists of 18 layers and has 4,451 colors. The file size is about 80% of the original PNG encoded version but could be even smaller without the dithering.

⚠️ Note: Please note that multi layered high color GIF images might be mistakenly rendered as animations by some decoders, including browsers. Still images do not contain the Netscape application extension and do not have any delays. Such images are processed properly by GDI+ on Windows, by the System.Drawing.Bitmap and Image classes and applications relying on GDI+ decoders such as Windows Paint or KGy SOFT Imaging Tools.

License

This repository is under the KGy SOFT License 1.0, which is a permissive GPL-like license. It allows you to copy and redistribute the material in any medium or format for any purpose, even commercially. The only thing is not allowed is to distribute a modified material as yours: though you are free to change and re-use anything, do that by giving appropriate credit. See the LICENSE file for details.