You create and fill a target Bitmap
.
Do try to use LockBits
if performance is too bad.
Using a library should be even faster.
Here is a quick piece of code; you pass in two Bitmaps
and the Color
the differences should be painted in, e.g. Color.Red
or Color.Transparent
.
It returns the difference Bitmap
or null if the Bitmap Size
s don't match.
public Bitmap getDifferencBitmap(Bitmap bmp1, Bitmap bmp2, Color diffColor)
{
Size s1 = bmp1.Size;
Size s2 = bmp2.Size;
if (s1 != s2) return null;
Bitmap bmp3 = new Bitmap(s1.Width, s1.Height);
for (int y = 0; y < s1.Height; y++)
for (int x = 0; x < s1.Width; x++)
{
Color c1 = bmp1.GetPixel(x, y);
Color c2 = bmp2.GetPixel(x, y);
if (c1 == c2) bmp3.SetPixel(x, y, c1);
else bmp3.SetPixel(x, y, diffColor);
}
return bmp3;
}
You could call it like this:
Bitmap bmp1 = new Bitmap(filepath1);
Bitmap bmp2 = new Bitmap(filepath2);
Bitmap bmp3 = getDifferencBitmap(bmp1, bmp2, Color.Transparent);
bmp3.Save(filepath3, System.Drawing.Imaging.ImageFormat.Png);
bmp1.Dispose();
bmp2.Dispose();
bmp3.Dispose();
Make sure you dispose of the Bitmaps
when you are done with them!
Of course you can easily change the logic to make identical parts Transparent and non-identical parts whatever.. I assumed you really wanted to show the differences, though.
Here is a post which contains the code for a LockBits version; you just would need to change the inner loop's code to this:
for (int x = 0; x < s1.Width; x++)
{
int index1 = y * bmp1Data.Stride + x * bpp1;
int index2 = y * bmp2Data.Stride + x * bpp2;
int index3 = y * bmp3Data.Stride + x * bpp3;
Color c1, c2;
if (bpp1 == 4)
c1 = Color.FromArgb(data1[index1 + 3], data1[index1 + 2], data1[index1 + 1], data1[index1 + 0]);
else c1 = Color.FromArgb(255, data1[index1 + 2], data1[index1 + 1], data1[index1 + 0]);
if (bpp1 == 4)
c2 = Color.FromArgb(data2[index2 + 3], data2[index2 + 2], data2[index2 + 1], data2[index2 + 0]);
else c2 = Color.FromArgb(255, data2[index2 + 2], data2[index2 + 1], data2[index2 + 0]);
Color putColor = (c1 == c2 ? c1 : diffColor);
data3[index3 + 0] = putColor.B;
data3[index3 + 1] = putColor.G;
data3[index3 + 2] = putColor.R;
data3[index3 + 3] = putColor.A;
}