Files
PCK-Studio/PckStudio.Core/Extensions/ImageExtensions.cs
Miku-666 8dfe9cf5b0 3d skin renderer (#50)
* Add 'Validate Skin Dimension' setting

* AddNewSkin - Fix cape box not showing after skin selection

* Extended ResourceLocation for better atlas handling

* ModelImporter - Add block bench export for models inside models.bin

* ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot'

* ModelImporter - Fix ANIM2BOX to properly support slim skin models

* ModelImporter - Update BedrockModel json class

* ModelImporter - Update 'FixTexture' to be more generic

* Update ModelContainer API inside OMI-Lib

* Update skin vertex shader to not swap yz

* Update CubeMesh class

* SkinRenderer - Move framebuffer and error checking function to SceneViewport

* SceneViewport - Change OnUpdate parameter

* SkinRenderer - Fix Highlight part having wrong transform

* SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate

* AppSettingsForm - Update API to be more flexible

* SkinBOXExtensions - Update 'GetUVGraphicsPath'

* SkinRenderer - Update 'OnUpdate' function

* SkinRenderer - Add 'LockMousePosition' option

* CustomSkinEditor - Update HighlightlingColor when selecting a part

* CustomSkinEditor - Add render settings

* CustomSkinEditor - Small non-technical changes

* SkinRenderer - Small non-technical changes

* CustomSkinEditor - Load render settings when 'OnLoad' is called

* SkinRenderer - Fix centering leg0/1

* SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader

* Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers

* CubeGroupMesh - Fix overlay parts not showing proerly

* SkinRenderer - Fix part highlighting respecting inflate

* Split up model and skin importer into seperate classes and improved api

* IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields

* ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider'

* modelTextureLocations.json - Add todo

* SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter

* CustomSkinEditor - Add SettingsManager for RenderSettings

* ModelImporter::Import - Check if file exists

* Rename 'modelTextureLocations' to 'modelMetaData'

* GameModelImporter - Change blockbench name when exporting

* SettingsManager - Add functionality to create internal settings object and add settings to it

* GameModelImporter - Fully implemented game-model export to block bench

* AppSettingsForm - Fix re-adding settings description to default settings

* AppSettingsForm - Add settings description to 'ValidateImageDimension'

* GameModelImporter - Add copyright notice and remove unnecessary using statements

* ModelImporter - Add copyright notice and remove unnecessary using statements

* BlockBenchModel - Fix Texture class json deserialization

* SkinModelImporter - Add 'TryConvertToSkinBoxType' function

* modelMetaData - Remove comments

* SkinModelImporter - Fix 'GetSkinBoxPivot' function

* SkinModelImporter - Add null check in 'FixTexture' function

* SkinModelImporter - Add offset detection when importing skin model

* CustomSkinEditor - Add 'export template' button

* GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData'

* ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property

* GameModelImporter - Change function signature of 'CreateElement'

* GameModelImporter - Add options to create root outline

* GameModelImporter - Update Debug message in 'TraverseChildren'

* MainForm - Small code refactor

* Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature

* MainForm - Update 'GetModelTextures' local function

* GameModelImporter - Check model metadata before conversion

* GameModelInfo - Mark class as sealed

* SkinModelImporter - Check if blockbench model uses box uv

* BlockBenchModel - Add export property to class 'Element'

* CustomSkinEditor - Remove unused 'PreviewImage' property

* CustomSkinEditor - Change highlight color on texture

* SkinModelImporter - Fix Block Bench Model import

* modelMetaData - Add meta data for 1.14 models

* SkinModelImporter - Update 'TryConvertToSkinBoxType' function

* SkinModelExporter - Fix model export for bbmodel and bedrock model

* SkinRenderer - Fix order of applying anim animations to match the game

* SkinModelImporter - Fix exception thrown in 'FixTexture'

* CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting

* SkinModelImporter - Fix offset detection when importing

* SkinModelImporter - Swap box bottom texture when texture is available

* GameModelImporter - Sort using statements

* SkinModelImporter - Small code clean up inside 'ImportBedrockJson'

* SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson'

* SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported

* SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot'

* SceneViewport - Rename 'Init' to 'Initialize'

* SkinModelImporter - Add texture import in 'ImportBedrockJson'

* SkinModelImporter - Fix becrock model import

* Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath'

* Add ModelEditor

* modelMetaData - Add cavespider texture location

* GameModelImporter - Update 'ExportBlockBenchModel' function

* GameModelImporter - Mark 'ModelExportSettings' as sealed

* ModelEditor -Add Save tool menu item & add TrySetTexture Delegate

* ModelEditor - Add model node icons

* Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection

* ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren'

* Update GenericMesh & mesh rendering

* Move Cube conversion into SkinBOXExtensions

* GenericMesh - Made 'Transform' property abstract

* SceneViewport - Add shaderLibrary and api to it

* Rename 'skin...' shaders to 'texturedCube...'

* Update modelMetaData part hierarchy structure

* ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size

* ModelEditor - Create factory methods for custom model treenodes

* modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b'

* Move Debug & Camera control into SceneViewport

* Update BoundingBox

* Add ModelRenderer

* ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program

* ModelEditor - Add option to show bounding box of the model

* SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing

* Update OMI submodule

* Update  Texture base class to accept slot when calling Bind

* Plain color fragment shader - Update uniform names to be PascalCase

* SceneViewport - Add 'ResetCamera' virtual function

* CustomSkinEditor - Add missing render setting 'Show Armor'

* ModelRenderer - Fix centering model after selecting

* Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox'

* CubeMeshCollection - Implemented 'GetBounds'

* SkinRenderer - Add option to show skins bounding box

* ModelEditor - Update 'GetModelImageIndex'

* SceneViewport - Disable blend when rendering debug graphics

* ModelEditor - Remove 'Model' property in favor to 'LoadModel' function

* JsonModelMetaData - Initialize 'RootParts' to empty array

* BoundingBox - Fix exception when empty enumerable was passed

* CubeMesh - Remove 'SetName' and add constructor with 'name' parameter

* SkinBOX - Change class to record & make member properties getter only

* BoundingBox - Move 'Abs' function into extension class

* SceneViewport - Change 'Transform' to 'GetTransform'

* BoundingBox - Make 'GetVertices' static & add GetTransform

* SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting

* CubeMesh - Move translation & scaling into 'GetTransform'

* CubeMeshCollection - Update 'Contains' overload function & 'SetVisible'

* ModelRenderer - Fix pivot point rendering

* ModelRenderer - Add part highlighting

* modelMetaData - Add missing part to dolphin

* modelMetaData - Add missing parts to dragon

* CubeMesh - Fix 'GetTransform' function

* ModelRenderer - Fix model rotation, pivot & translation issues

* ModelRenderer - Add offset to render transform & camera

* ModelRenderer - Tried fixing alpha rendering issues

* modelMetaData - Add missing part to dragon & add comment

* Add 'ITryGetSet.cs' and useful wrappers for it

* ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation'

* ITryGetSet - mark classes and interfaces public

* ModelEditor - Add material render support

* ModelRenderer - Add 'TryGetModelMetaData' method

* Fix rendering invisible vertecies

* ModelRenderer - Simplefied populating 'metaData.RootParts' property

* ModelRenderer - Add 'modelOffset' field

* ModelRenderer - Update 'SetModelMaterial'

* ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now)

* ModelRenderer - Fix pivot points not working on horse model properly

* ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath'

* ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures'

* Add default model handling (defaults unfinished)

* Add Default Bed model

* Add default chicken model

* Add default cow model

* AddSkinPrompt - Fix Custom skin editor not having anim flag properly set

* SceneViewport - Fix Designer crashing when trying to call 'OnPaint'

* Update OMI submodule

* SceneViewport - Call 'base.OnMouseUp' before our own code

* BlockBenchModel - Fix 'Texture.Name' being null

* ItemSelectionPopUp - Fix 'okBtn_Click' condition

* MainForm - Add export function for default models

* MainForm - Fix model selector ignoring cancel button

* MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue'

* ModelEditor - Add remove model to context menu

* ModelEditor - Add 'GetModelContainer' function

* GameModelImporter - Add import functionality

* MainForm - Add texture when exporting default models

* Add default model for: redcow, pig, snowgolem & dragon head

* Add SkinModel & SkinIdentifier class

* Refactor Skin.cs
- Move texture from 'SkinModel' to Skin.cs
- Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs)
- Create SkinModelInfo class for keeping skin conversion simple

* Skin.cs - Rename 'ANIM' property to 'Anim'

* Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries'

* Add ISaveContext

* PckAssetExt - Rename parameter names for 'GetSkin'

* Add Editor.cs

* Update most editors to use new Editor class and save context

* CustomSkinEditor - Use Editor as base class

* SkinMetaData - Change to Immutable data type

* PckAssetExtension - [SetSkin] Change adding loc key to setting loc key

* ImageDeserializer - Add format check when deserializing

* MainForm - [HandleSkinFile] Rename some varibale names

* ModelEditor - Use Editor as base class

* Move static variables from 'ModelPartSpecifics' to 'GameConstants'

* Texture.cs - Add IDisposable interface

* PckAssetExtensions - [SetSkin] Add null check for loc file

* AnimationEditor - Fix auto save check

* TextureAtlasEditor - Refactor animation access control

* TextureAtlasEditor - Sort using directives

* MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save

* AddSkinPrompt - Update save context for custom skin editor

* Editor - Move autosave check in 'OnFormClosing'

* ModelRenderer - Update designer specifics

* Merge 'multi-pck-files-feature' into '3dSkinRenderer'

* [WIP] Sub-pck in new tab with savecontext etc.

* SceneViewport - Change base refresh rate to 60 fps

* CustomSkinEditor - Move max offset value into a constant

* ModelEditor - Add highlighting of sinfgle model boxes

* MainForm - Add constant for max pck id value

* CustomSkinEditor - Remove fps slider and re-ordered ui

* EditorForm - Remove abstract from class declaration

* EditorControl - Made virtual funtion throw `NotImplementedException`

* CustomSkinEditor - Fix naming violations

* CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting

* Move Common functionality to Core project & rendering and Model support as well

* Change namespace of EditorForm & EditorControl

* Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project

* PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json`
- files were moved to PckStuido.ModelSupport

* PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs`

* PckStudio.Core - Add NamedData.cs

* PckStudio - Move some Resources to Core

* Add Altas class & refactored Atlas editor

* Update OMI Submodule

* TextureAtlasEditor - Fix clear button not reseting color

* Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder

* TextureAtlas - Impl extraction&import of large tiles

* PckStudio.Core - Remove duplicated resources

* LOCEditor - Added menu item for copying loc id

* Core - Move 'MAX_PACK_ID' into GameConstants

* TextureAtlasEditor - small refactor + TODOs

* Update OMI submodule ref
2025-11-11 21:53:32 +01:00

286 lines
13 KiB
C#

/* Copyright (c) 2023-present miku-666
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1.The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Threading.Tasks;
namespace PckStudio.Core.Extensions
{
public static class ImageExtensions
{
public static Image ReleaseFromFile(this Image image)
{
Image img = new Bitmap(image);
image.Dispose();
return img;
}
public static Image GetArea(this Image source, Rectangle area)
{
Image tileImage = new Bitmap(area.Width, area.Height);
using (Graphics gfx = Graphics.FromImage(tileImage))
{
gfx.SmoothingMode = SmoothingMode.None;
gfx.InterpolationMode = InterpolationMode.NearestNeighbor;
gfx.PixelOffsetMode = PixelOffsetMode.HighQuality;
gfx.DrawImage(source, new Rectangle(Point.Empty, area.Size), area, GraphicsUnit.Pixel);
}
return tileImage;
}
/// <summary>
/// Creates an IEnumerable by reading in horizontal order
/// </summary>
/// <param name="source">this image</param>
/// <param name="scalar">Indecates width and height of image sub section</param>
/// <returns><see cref="IEnumerable{Image}"/> of type <see cref="Image"/></returns>
public static IEnumerable<Image> SplitHorizontal(this Image source, int scalar)
{
return source.Split(scalar, ImageLayoutDirection.Horizontal);
}
public static IEnumerable<Image> Split(this Image source, int scalar, ImageLayoutDirection layoutDirection)
{
return Split(source, new Size(scalar, scalar), layoutDirection);
}
public static IEnumerable<Image> Split(this Image source, Size size, ImageLayoutDirection imageLayout)
{
int rowCount = source.Width / size.Width;
int columnCount = source.Height / size.Height;
Debug.WriteLine($"Image size: {source.Size}, Area size: {size}, col num: {columnCount}, row num: {rowCount}");
bool vertical = imageLayout == ImageLayoutDirection.Vertical;
for (int i = 0; i < columnCount * rowCount; i++)
{
int column = Math.DivRem(i, rowCount, out int row);
if (vertical)
row = Math.DivRem(i, columnCount, out column);
Rectangle tileArea = new Rectangle(new Point(row * size.Width, column * size.Height), size);
yield return source.GetArea(tileArea);
}
yield break;
}
public static IEnumerable<Image> Split(this Image source, ImageLayoutDirection layoutDirection)
{
for (int i = 0; i < source.Height / source.Width; i++)
{
ImageSection locationInfo = new ImageSection(source.Size, i, layoutDirection);
yield return source.GetArea(locationInfo.Area);
}
yield break;
}
public static Image Combine(this IEnumerable<Image> sources, ImageLayoutDirection layoutDirection)
{
bool horizontal = layoutDirection == ImageLayoutDirection.Horizontal;
int imgCount = sources.Count();
int rows = horizontal ? imgCount : 1;
int columns = horizontal ? 1 : imgCount;
return sources.Combine(rows, columns, layoutDirection);
}
public static Image Combine(this IEnumerable<Image> sources, int rows, int columns, ImageLayoutDirection layoutDirection)
{
Size imageSize = CalculateImageSize(sources, rows, columns);
var image = new Bitmap(imageSize.Width, imageSize.Height);
bool horizontal = layoutDirection == ImageLayoutDirection.Horizontal;
using (var graphic = Graphics.FromImage(image))
{
foreach ((int i, Image texture) in sources.enumerate())
{
int x = Math.DivRem(i, columns, out int y);
if (horizontal)
y = Math.DivRem(i, rows, out x);
graphic.DrawImage(texture, new Point(x * texture.Width, y * texture.Height));
}
}
return image;
}
private static Size CalculateImageSize(IEnumerable<Image> sources, int rows, int columns)
{
if (sources == null)
return Size.Empty;
Image[] imgs = sources.ToArray();
if (imgs.Length < rows * columns)
throw new ArgumentOutOfRangeException("Insufficent soure images provided.");
Size size = imgs[0].Size;
if (!imgs.All(img => img.Size == size))
throw new InvalidOperationException("Images must have the same width and height.");
size.Width *= rows;
size.Height *= columns;
return size;
}
public static Image Resize(this Image image, Size size, GraphicsConfig graphicsConfig)
{
return image.Resize(size.Width, size.Height, graphicsConfig);
}
public static Image Resize(this Image image, int width, int height, GraphicsConfig graphicsConfig)
{
var destRect = new Rectangle(0, 0, width, height);
var destImage = new Bitmap(width, height);
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
using (var graphics = Graphics.FromImage(destImage))
{
graphics.ApplyConfig(graphicsConfig);
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
}
}
return destImage;
}
public static Image Blend(this Image image, Color overlayColor, BlendMode mode)
{
if (image is not Bitmap baseImage)
return image;
Bitmap bitmapResult = new Bitmap(baseImage.Width, baseImage.Height, PixelFormat.Format32bppArgb);
BitmapData baseImageData = baseImage.LockBits(new Rectangle(Point.Empty, baseImage.Size),
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
BitmapData resultImageData = bitmapResult.LockBits(new Rectangle(Point.Empty, bitmapResult.Size),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
Parallel.For(0, baseImageData.Stride * baseImageData.Height / 4, (i) =>
{
int k = i * 4;
unsafe
{
int color = Unsafe.Read<int>((baseImageData.Scan0 + k).ToPointer());
byte a = (byte)(color >> 24 & 0xff);
if (a == 0)
{
Unsafe.Write((resultImageData.Scan0 + k).ToPointer(), 0);
return;
}
var b = ColorExtensions.BlendValues((byte)(color >> 0 & 0xff), overlayColor.B, mode);
var g = ColorExtensions.BlendValues((byte)(color >> 8 & 0xff), overlayColor.G, mode);
var r = ColorExtensions.BlendValues((byte)(color >> 16 & 0xff), overlayColor.R, mode);
int blendedValue = a << 24 | r << 16 | g << 8 | b;
Unsafe.Write((resultImageData.Scan0 + k).ToPointer(), blendedValue);
}
});
bitmapResult.UnlockBits(resultImageData);
baseImage.UnlockBits(baseImageData);
return bitmapResult;
}
public static Image Blend(this Image image, Image overlay, BlendMode mode)
{
if (image is not Bitmap baseImage || overlay is not Bitmap overlayImage ||
image.Width != overlay.Width || image.Height != overlay.Height)
return image;
BitmapData baseImageData = baseImage.LockBits(new Rectangle(Point.Empty, baseImage.Size),
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
byte[] baseImageBuffer = new byte[baseImageData.Stride * baseImageData.Height];
Marshal.Copy(baseImageData.Scan0, baseImageBuffer, 0, baseImageBuffer.Length);
BitmapData overlayImageData = overlayImage.LockBits(new Rectangle(Point.Empty, overlayImage.Size),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte[] overlayImageBuffer = new byte[overlayImageData.Stride * overlayImageData.Height];
Marshal.Copy(overlayImageData.Scan0, overlayImageBuffer, 0, overlayImageBuffer.Length);
for (int k = 0; k < baseImageBuffer.Length && k < overlayImageBuffer.Length; k += 4)
{
baseImageBuffer[k + 0] = ColorExtensions.BlendValues(baseImageBuffer[k + 0], overlayImageBuffer[k + 0], mode);
baseImageBuffer[k + 1] = ColorExtensions.BlendValues(baseImageBuffer[k + 1], overlayImageBuffer[k + 1], mode);
baseImageBuffer[k + 2] = ColorExtensions.BlendValues(baseImageBuffer[k + 2], overlayImageBuffer[k + 2], mode);
}
Bitmap bitmapResult = new Bitmap(baseImage.Width, baseImage.Height, PixelFormat.Format32bppArgb);
BitmapData resultImageData = bitmapResult.LockBits(new Rectangle(Point.Empty, bitmapResult.Size),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
Marshal.Copy(baseImageBuffer, 0, resultImageData.Scan0, baseImageBuffer.Length);
bitmapResult.UnlockBits(resultImageData);
baseImage.UnlockBits(baseImageData);
overlayImage.UnlockBits(overlayImageData);
return bitmapResult;
}
public static Image Interpolate(this Image image1, Image image2, double delta)
{
delta = MathExtensions.Clamp(delta, 0.0, 1.0);
if (image1 is not Bitmap baseImage || image2 is not Bitmap overlayImage ||
image1.Width != image2.Width || image1.Height != image2.Height)
return image1;
BitmapData baseImageData = baseImage.LockBits(new Rectangle(Point.Empty, baseImage.Size),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte[] baseImageBuffer = new byte[baseImageData.Stride * baseImageData.Height];
Marshal.Copy(baseImageData.Scan0, baseImageBuffer, 0, baseImageBuffer.Length);
baseImage.UnlockBits(baseImageData);
BitmapData overlayImageData = overlayImage.LockBits(new Rectangle(Point.Empty, overlayImage.Size),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte[] overlayImageBuffer = new byte[overlayImageData.Stride * overlayImageData.Height];
Marshal.Copy(overlayImageData.Scan0, overlayImageBuffer, 0, overlayImageBuffer.Length);
overlayImage.UnlockBits(overlayImageData);
byte[] finalBuffer = new byte[baseImageData.Stride * baseImageData.Height];
for (int k = 0; k < baseImageBuffer.Length && k < overlayImageBuffer.Length; k += 4)
{
finalBuffer[k + 0] = ColorExtensions.Mix(delta, baseImageBuffer[k + 0], overlayImageBuffer[k + 0]);
finalBuffer[k + 1] = ColorExtensions.Mix(delta, baseImageBuffer[k + 1], overlayImageBuffer[k + 1]);
finalBuffer[k + 2] = ColorExtensions.Mix(delta, baseImageBuffer[k + 2], overlayImageBuffer[k + 2]);
finalBuffer[k + 3] = ColorExtensions.Mix(delta, baseImageBuffer[k + 3], overlayImageBuffer[k + 3]);
}
Bitmap bitmapResult = new Bitmap(baseImage.Width, baseImage.Height, PixelFormat.Format32bppArgb);
BitmapData resultImageData = bitmapResult.LockBits(new Rectangle(Point.Empty, bitmapResult.Size),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
Marshal.Copy(finalBuffer, 0, resultImageData.Scan0, finalBuffer.Length);
bitmapResult.UnlockBits(resultImageData);
return bitmapResult;
}
}
}