Reputation: 21
I have to display image in photo gallery @ width=200 height=180, but while uploading images I have to resize it , but the problem is every image have different resolution. How can I resize the images with different resolution so that images remain intact. Here is my code :
private void ResizeImage()
{
System.Drawing.Image ImageToUpload = System.Drawing.Image.FromStream(FileUpload1.PostedFile.InputStream);
byte[] image = null;
int h = ImageToUpload.Height;
int w = ImageToUpload.Width;
int r = int.Parse(ImageToUpload.VerticalResolution.ToString());
int NewWidth = 200;//constant
int NewHeight = 180;//constant
byte[] imagesize = FileUpload1.FileBytes;
System.Drawing.Bitmap BitMapImage = new System.Drawing.Bitmap(ImageToUpload, NewWidth, NewHeight);//this line gives horrible output
MemoryStream Memory = new MemoryStream();
BitMapImage.Save(Memory, System.Drawing.Imaging.ImageFormat.Jpeg);
Memory.Position = 0;
image = new byte[Memory.Length + 1];
Memory.Read(image, 0, image.Length);
}
if resolution is 96 and if I set maxwidth=200 then its height would be 150 then only the image looks small and accurate. Can't we resize image in desired way so that it looks exact?
Upvotes: 2
Views: 7491
Reputation: 133403
The function will resize the image maintaining aspect ratio.
public static Image Resize(Image originalImage, int w, int h)
{
//Original Image attributes
int originalWidth = originalImage.Width;
int originalHeight = originalImage.Height;
// Figure out the ratio
double ratioX = (double)w / (double)originalWidth;
double ratioY = (double)h / (double)originalHeight;
// use whichever multiplier is smaller
double ratio = ratioX < ratioY ? ratioX : ratioY;
// now we can get the new height and width
int newHeight = Convert.ToInt32(originalHeight * ratio);
int newWidth = Convert.ToInt32(originalWidth * ratio);
Image thumbnail = new Bitmap(newWidth, newHeight);
Graphics graphic = Graphics.FromImage(thumbnail);
graphic.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphic.SmoothingMode = SmoothingMode.HighQuality;
graphic.PixelOffsetMode = PixelOffsetMode.HighQuality;
graphic.CompositingQuality = CompositingQuality.HighQuality;
graphic.Clear(Color.Transparent);
graphic.DrawImage(originalImage, 0, 0, newWidth, newHeight);
return thumbnail;
}
Usage
Image BitMapImage = Resize(ImageToUpload, NewWidth, NewHeight);
Upvotes: 2
Reputation: 36
Here i keep height fixed to 180 to maintain aspect ratio. It will resize the image and save to disk. The return value is the percentage value which i use in 'background-size' css.
public float ResizePhoto(string filepath, string filename)
{
var path = Path.Combine(filepath, filename);
var newPath = Path.Combine(filepath, "sml_" + filename);
Image orgImage = Image.FromFile(path);
float fixedHt = 180f;
int destHeight, destWidth;
float reqScale;
if(orgImage.Height > fixedHt)
{
destHeight = (int)fixedHt;
destWidth = (int)(fixedHt / orgImage.Height * orgImage.Width);
reqScale = destWidth / destHeight * 100;
}
else
{
destHeight = orgImage.Height;
destWidth = orgImage.Width;
reqScale = fixedHt / destHeight * 100;
}
Bitmap bmp = new Bitmap(destWidth, destHeight);
bmp.SetResolution(orgImage.HorizontalResolution,orgImage.VerticalResolution);
Graphics grPhoto = Graphics.FromImage(bmp);
grPhoto.DrawImage(orgImage,
new Rectangle(0, 0, destWidth, destHeight),
new Rectangle(0, 0, orgImage.Width, orgImage.Height),
GraphicsUnit.Pixel);
bmp.Save(newPath);
return reqScale;
}
Upvotes: 0