void ShowFrame(string fileName)
        {
            var filemgr = application_.FileManager;

            if (filemgr != null)
            {
                IImageDataSet dataSet = filemgr.OpenFile(fileName, FileAccess.Read);
                IImageData    d       = dataSet.GetFrame(0, 0);

                // Convert IImageData To Bitmap
                System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(d.Width, d.Height);
                ushort[] data             = new ushort[bmp.Width * bmp.Height];

                // convert them all to the smallest (simple example for now)
                var pixels = bmp.Width * bmp.Height;
                switch (d.Format)
                {
                case ImageDataFormat.MonochromeFloating32:
                {
                    float[] ptr = (float[])d.GetData();
                    for (int k = 0; k < pixels; k++)
                    {
                        data[k] = (ushort)ptr[k];
                    }
                }
                break;

                case ImageDataFormat.MonochromeUnsigned16:
                {
                    ushort[] ptr = (ushort[])d.GetData();
                    for (int k = 0; k < pixels; k++)
                    {
                        data[k] = (ushort)ptr[k];
                    }
                }
                break;

                case ImageDataFormat.MonochromeUnsigned32:
                {
                    uint[] ptr = (uint[])d.GetData();
                    for (int k = 0; k < pixels; k++)
                    {
                        data[k] = (ushort)ptr[k];
                    }
                }
                break;
                }

                short rgb_value = 0;
                int   i         = 0;
                for (int y = 0; y < bmp.Height; y++)
                {
                    for (int x = 0; x < bmp.Width; x++)
                    {
                        rgb_value = (short)((ushort)data[i] / (ushort)256);
                        bmp.SetPixel(x, y, System.Drawing.Color.FromArgb(rgb_value, rgb_value, rgb_value));
                        i++;
                    }
                }
                // Convert To WPF Bitmap
                System.Windows.Media.Imaging.BitmapSource bitmapSource = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(bmp.GetHbitmap(), IntPtr.Zero, Int32Rect.Empty,
                                                                                                                                      System.Windows.Media.Imaging.BitmapSizeOptions.FromEmptyOptions());

                // Set the source
                image1.Source = bitmapSource;

                // Show the image in a new display viewer
                viewer_.DisplayViewer.Display("Sample Display", dataSet);
            }
        }
Exemple #2
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        ///////////////////////////////////////////////////////////////////////
        // Perform the actual transformation
        ///////////////////////////////////////////////////////////////////////
        public void Transform(IImageData data, int roi)
        {
            // Hint use locals (accessing on Interface forces boundary crossing)
            // that will be unbearably slow.
            int dW = data.Width;    // Boundary Crossing
            int dH = data.Height;   // Boundary Crossing

            switch (data.Format)
            {
            case ImageDataFormat.MonochromeUnsigned16:
            {
                ushort[] ptr = (ushort[])data.GetData();             // Input Data

                // Loop Width & Height(Quick and Dirty Padding Of 2)
                // This Avoids a lot of boundary checking or reflection and increases speed
                for (int xx = 2; xx < dW - 2; xx++)
                {
                    for (int yy = 2; yy < dH - 2; yy++)
                    {
                        double GY = 0, GX = 0;
                        // Compute the X and Y Components
                        for (int i = 0; i < 9; i++)
                        {
                            int idx = indexBuffers_[roi][xx, yy, i];
                            GY += ptr[idx] * gy[i];
                            GX += ptr[idx] * gx[i];
                        }
                        // Magnitude
                        double G = Math.Sqrt(GX * GX + GY * GY);

                        // Put the Magnitude into the output buffer
                        retDataUs_[roi][yy * dW + xx] = (ushort)G;
                    }
                }
                // Write the output buffer to the IImageData
                // Boundary Crossing
                data.SetData(retDataUs_[roi]);
            }
            break;

            case ImageDataFormat.MonochromeUnsigned32:
            {
                uint[] ptr = (uint[])data.GetData();             // Input Data

                // Loop Width & Height(Quick and Dirty Padding Of 2)
                // This Avoids a lot of boundary checking or reflection and increases speed
                for (int xx = 2; xx < dW - 2; xx++)
                {
                    for (int yy = 2; yy < dH - 2; yy++)
                    {
                        double GY = 0, GX = 0;
                        // Compute the X and Y Components
                        for (int i = 0; i < 9; i++)
                        {
                            int idx = indexBuffers_[roi][xx, yy, i];
                            GY += ptr[idx] * gy[i];
                            GX += ptr[idx] * gx[i];
                        }
                        // Magnitude
                        double G = Math.Sqrt(GX * GX + GY * GY);

                        // Put the Magnitude into the output buffer
                        retDataI_[roi][yy * dW + xx] = (uint)G;
                    }
                }
                // Write the output buffer to the IImageData
                // Boundary Crossing
                data.SetData(retDataI_[roi]);
            }
            break;

            case ImageDataFormat.MonochromeFloating32:
            {
                float[] ptr = (float[])data.GetData();             // Input Data

                // Loop Width & Height(Quick and Dirty Padding Of 2)
                // This Avoids a lot of boundary checking or reflection and increases speed
                for (int xx = 2; xx < dW - 2; xx++)
                {
                    for (int yy = 2; yy < dH - 2; yy++)
                    {
                        double GY = 0, GX = 0;
                        // Compute the X and Y Components
                        for (int i = 0; i < 9; i++)
                        {
                            int idx = indexBuffers_[roi][xx, yy, i];
                            GY += ptr[idx] * gy[i];
                            GX += ptr[idx] * gx[i];
                        }
                        // Magnitude
                        double G = Math.Sqrt(GX * GX + GY * GY);

                        // Put the Magnitude into the output buffer
                        retDataF_[roi][yy * dW + xx] = (float)G;
                    }
                }
                // Write the output buffer to the IImageData
                // Boundary Crossing
                data.SetData(retDataF_[roi]);
            }
            break;
            }
        }