im looking for a way to resize a Bitmap, without losing its actually shape, while having in mind that the new size is musn't be proportional to the original image dimensions.
To be exact I want to resize a image of a upright eight (40x110) to a 29x29 Bitmap and im looking for a function to convert the original proportions relativ to its new image, while filling the new created space (in width) with white and having the same side clearance from the actually eight to its white baselines.
Unfortunately this hasn't satisfy my requirements:
public static Bitmap ResizeImage(Image image, int width, int height)
{
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.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
}
}
return destImage;
}
Update 1: New function for proportional resizing:
public static Bitmap ResizeImageProportional(Bitmap bitmap, int width, int height)
{
Bitmap destImage;
Rectangle destRect;
int destH, destW, destX, dextY;
if (bitmap.Height > bitmap.Width)
{
destH = height;
destW = bitmap.Width / bitmap.Height * height;
destX = (width - destW) / 2;
dextY = 0;
}
else if (bitmap.Height < bitmap.Width)
{
destH = bitmap.Height / bitmap.Width * width;
destW = width;
destX = 0;
dextY = (height - destH) / 2;
}
else
// if (bitmap.Width == bitmap.Height)
{
destH = height;
destW = width;
destX = 0;
dextY = 0;
}
destRect = new Rectangle(destX, dextY, destW, destH);
destImage = new Bitmap(width, height);
destImage.SetResolution(bitmap.HorizontalResolution, bitmap.VerticalResolution);
using (var graphics = Graphics.FromImage(destImage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(bitmap, destRect, 0, 0, bitmap.Width, bitmap.Height, GraphicsUnit.Pixel, wrapMode);
}
}
return destImage;
}
Unfortunately I always get a empty bitmap with this solution. I first crop the original bitmap to a rect in which the element of my bitmap does precisely fit in. Otherwise put the left baseline of the bitmap itself is also the baseline of the graphics element in it, while the whole background is white. Then I put this bitmap (approx. 40x80) in to the "ResizeImageProportional" (original post edit.) function with a width and height value of 29.