本文實例匯總了Delphi基本圖像處理方法。分享給大家供大家參考。具體分析如下:
//浮雕procedure Emboss(SrcBmp,DestBmp:TBitmap;AzimuthChange:integer);overload;var i, j, Gray, Azimuthvalue, R, G, B: integer; SrcRGB, SrcRGB1, SrcRGB2, DestRGB: pRGBTriple;begin for i := 0 to SrcBmp.Height - 1 do begin SrcRGB := SrcBmp.ScanLine[i]; DestRGB := DestBmp.ScanLine[i]; if (AzimuthChange >= -180) and (AzimuthChange < -135) then begin if i > 0 then SrcRGB1 := SrcBmp.ScanLine[i-1] else SrcRGB1 := SrcRGB; Inc(SrcRGB1); SrcRGB2 := SrcRGB; Inc(SrcRGB2); end else if (AzimuthChange >= -135) and (AzimuthChange < -90) then begin if i > 0 then SrcRGB1 := SrcBmp.ScanLine[i-1] else SrcRGB1 := SrcRGB; SrcRGB2 := SrcRGB1; Inc(SrcRGB2); end else if (AzimuthChange >= -90) and (AzimuthChange < -45) then begin if i > 0 then SrcRGB1 := SrcBmp.ScanLine[i-1] else SrcRGB1 := SrcRGB; SrcRGB2 := SrcRGB1; end else if (AzimuthChange >= -45) and (AzimuthChange < 0) then begin SrcRGB1 := SrcRGB; if i > 0 then SrcRGB2 := SrcBmp.ScanLine[i-1] else SrcRGB2 := SrcRGB; end else if (AzimuthChange >= 0) and (AzimuthChange < 45) then begin SrcRGB2 := SrcRGB; if (i < SrcBmp.Height - 1) then SrcRGB1 := SrcBmp.ScanLine[i+1] else SrcRGB1 := SrcRGB; end else if (AzimuthChange >= 45) and (AzimuthChange < 90) then begin if (i < SrcBmp.Height - 1) then SrcRGB1 := SrcBmp.ScanLine[i+1] else SrcRGB1 := SrcRGB; SrcRGB2 := SrcRGB1; end else if (AzimuthChange >= 90) and (AzimuthChange < 135) then begin if (i < SrcBmp.Height - 1) then SrcRGB1 := SrcBmp.ScanLine[i+1] else SrcRGB1 := SrcRGB; SrcRGB2 := SrcRGB1; Inc(SrcRGB1); end else if (AzimuthChange >= 135) and (AzimuthChange <= 180) then begin if (i < SrcBmp.Height - 1) then SrcRGB2 := SrcBmp.ScanLine[i+1] else SrcRGB2 := SrcRGB; Inc(SrcRGB2); SrcRGB1 := SrcRGB; Inc(SrcRGB1); end; for j := 0 to SrcBmp.Width - 1 do begin if (AzimuthChange >= -180) and (AzimuthChange < -135) then begin Azimuthvalue := AzimuthChange + 180; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= -135) and (AzimuthChange < -90) then begin Azimuthvalue := AzimuthChange + 135; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= -90) and (AzimuthChange < -45) then begin if j=1 then Inc(SrcRGB1,-1); Azimuthvalue := AzimuthChange + 90; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= -45) and (AzimuthChange < 0) then begin if j=1 then begin Inc(SrcRGB1,-1); Inc(SrcRGB2,-1); end; Azimuthvalue := AzimuthChange + 45; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= 0) and (AzimuthChange < 45) then begin if j=1 then begin Inc(SrcRGB1,-1); Inc(SrcRGB2,-1); end; Azimuthvalue := AzimuthChange; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= 45) and (AzimuthChange < 90) then begin if j=1 then Inc(SrcRGB2,-1); Azimuthvalue := AzimuthChange - 45; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= 90) and (AzimuthChange < 135) then begin Azimuthvalue := AzimuthChange - 90; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end else if (AzimuthChange >= 135) and (AzimuthChange <= 180) then begin Azimuthvalue := AzimuthChange - 135; R:=SrcRGB.rgbtRed-((SrcRGB1.rgbtRed)*Azimuthvalue div 45)-((SrcRGB2.rgbtRed)*(45-Azimuthvalue) div 45)+78; G:=SrcRGB.rgbtGreen-((SrcRGB1.rgbtGreen)*Azimuthvalue div 45)-((SrcRGB2.rgbtGreen)*(45-Azimuthvalue) div 45)+78; B:=SrcRGB.rgbtBlue-((SrcRGB1.rgbtBlue)*Azimuthvalue div 45)-((SrcRGB2.rgbtBlue)*(45-Azimuthvalue) div 45)+78; end; R:=Min(R,255); R:=Max(R,0); G:=Min(G,255); G:=Max(G,0); B:=Min(B,255); B:=Max(B,0); Gray := (R shr 2) + (R shr 4) + (G shr 1) + (G shr 4) + (B shr 3); DestRGB.rgbtRed:=Gray; DestRGB.rgbtGreen:=Gray; DestRGB.rgbtBlue:=Gray; if (j=-180) and (AzimuthChange<-135)) or ((AzimuthChange>=90) and (AzimuthChange<=180))) then begin Inc(SrcRGB1); end; if (j=135) and (AzimuthChange<180)) or ((AzimuthChange>=-180) and (AzimuthChange<=-90))) then begin Inc(SrcRGB2); end; Inc(SrcRGB); Inc(DestRGB); end; end;end;procedure Emboss(Bmp:TBitmap;AzimuthChange:integer;ElevationChange:integer;WeightChange:integer);overload;var DestBmp:TBitmap;begin DestBmp:=TBitmap.Create; DestBmp.Assign(Bmp); Emboss(Bmp,DestBmp,AzimuthChange,ElevationChange,WeightChange); Bmp.Assign(DestBmp);end;//反色procedure Negative(Bmp:TBitmap);var i, j: Integer; PRGB: pRGBTriple;begin Bmp.PixelFormat:=pf24Bit; for i := 0 to Bmp.Height - 1 do begin PRGB := Bmp.ScanLine[i]; for j := 0 to Bmp.Width - 1 do begin PRGB^.rgbtRed :=not PRGB^.rgbtRed ; PRGB^.rgbtGreen :=not PRGB^.rgbtGreen; PRGB^.rgbtBlue :=not PRGB^.rgbtBlue; Inc(PRGB); end; end;end;//曝光procedure Exposure(Bmp:TBitmap);var i, j: integer; PRGB: pRGBTriple;begin Bmp.PixelFormat:=pf24Bit; for i := 0 to Bmp.Height - 1 do begin PRGB := Bmp.ScanLine[i]; for j := 0 to Bmp.Width - 1 do begin if PRGB^.rgbtRed<128 then PRGB^.rgbtRed :=not PRGB^.rgbtRed ; if PRGB^.rgbtGreen<128 then PRGB^.rgbtGreen :=not PRGB^.rgbtGreen; if PRGB^.rgbtBlue<128 then PRGB^.rgbtBlue :=not PRGB^.rgbtBlue; Inc(PRGB); end; end;end;//模糊procedure Blur(SrcBmp:TBitmap);var i, j:Integer; SrcRGB:pRGBTriple; SrcNextRGB:pRGBTriple; SrcPreRGB:pRGBTriple; Value:Integer; procedure IncRGB; begin Inc(SrcPreRGB); Inc(SrcRGB); Inc(SrcNextRGB); end; procedure DecRGB; begin Inc(SrcPreRGB,-1); Inc(SrcRGB,-1); Inc(SrcNextRGB,-1); end;begin SrcBmp.PixelFormat:=pf24Bit; for i := 0 to SrcBmp.Height - 1 do begin if i > 0 then SrcPreRGB:=SrcBmp.ScanLine[i-1] else SrcPreRGB := SrcBmp.ScanLine[i]; SrcRGB := SrcBmp.ScanLine[i]; if i < SrcBmp.Height - 1 then SrcNextRGB:=SrcBmp.ScanLine[i+1] else SrcNextRGB:=SrcBmp.ScanLine[i]; for j := 0 to SrcBmp.Width - 1 do begin if j > 0 then DecRGB; Value:=SrcPreRGB.rgbtRed+SrcRGB.rgbtRed+SrcNextRGB.rgbtRed; if j > 0 then IncRGB; Value:=Value+SrcPreRGB.rgbtRed+SrcRGB.rgbtRed+SrcNextRGB.rgbtRed; if j < SrcBmp.Width - 1 then IncRGB; Value:=(Value+SrcPreRGB.rgbtRed+SrcRGB.rgbtRed+SrcNextRGB.rgbtRed) div 9; DecRGB; SrcRGB.rgbtRed:=value; if j > 0 then DecRGB; Value:=SrcPreRGB.rgbtGreen+SrcRGB.rgbtGreen+SrcNextRGB.rgbtGreen; if j > 0 then IncRGB; Value:=Value+SrcPreRGB.rgbtGreen+SrcRGB.rgbtGreen+SrcNextRGB.rgbtGreen; if j < SrcBmp.Width - 1 then IncRGB; Value:=(Value+SrcPreRGB.rgbtGreen+SrcRGB.rgbtGreen+SrcNextRGB.rgbtGreen) div 9; DecRGB; SrcRGB.rgbtGreen:=value; if j > 0 then DecRGB; Value:=SrcPreRGB.rgbtBlue+SrcRGB.rgbtBlue+SrcNextRGB.rgbtBlue; if j > 0 then IncRGB; Value:=Value+SrcPreRGB.rgbtBlue+SrcRGB.rgbtBlue+SrcNextRGB.rgbtBlue; if j < SrcBmp.Width - 1 then IncRGB; Value:=(Value+SrcPreRGB.rgbtBlue+SrcRGB.rgbtBlue+SrcNextRGB.rgbtBlue) div 9; DecRGB; SrcRGB.rgbtBlue:=value; IncRGB; end; end;end;//銳化procedure Sharpen(SrcBmp:TBitmap);var i, j: integer; SrcRGB: pRGBTriple; SrcPreRGB: pRGBTriple; Value: integer;begin SrcBmp.PixelFormat:=pf24Bit; for i := 0 to SrcBmp.Height - 1 do begin SrcRGB := SrcBmp.ScanLine[i]; if i > 0 then SrcPreRGB:=SrcBmp.ScanLine[i-1] else SrcPreRGB:=SrcBmp.ScanLine[i]; for j := 0 to SrcBmp.Width - 1 do begin if j = 1 then Dec(SrcPreRGB); Value:=SrcRGB.rgbtRed+(SrcRGB.rgbtRed-SrcPreRGB.rgbtRed) div 2; Value:=Max(0,Value); Value:=Min(255,Value); SrcRGB.rgbtRed:=value; Value:=SrcRGB.rgbtGreen+(SrcRGB.rgbtGreen-SrcPreRGB.rgbtGreen) div 2; Value:=Max(0,Value); Value:=Min(255,Value); SrcRGB.rgbtGreen:=value; Value:=SrcRGB.rgbtBlue+(SrcRGB.rgbtBlue-SrcPreRGB.rgbtBlue) div 2; Value:=Max(0,Value); Value:=Min(255,Value); SrcRGB.rgbtBlue:=value; Inc(SrcRGB); Inc(SrcPreRGB); end; end;end; [圖像的旋轉和翻轉]以下代碼用ScanLine配合指針移動實現,用于24位色!//旋轉90度procedure Rotate90(const Bitmap:TBitmap);var i,j:Integer; rowIn,rowOut:pRGBTriple; Bmp:TBitmap; Width,Height:Integer;begin Bmp:=TBitmap.Create; Bmp.Width := Bitmap.Height; Bmp.Height := Bitmap.Width; Bmp.PixelFormat := pf24bit; Width:=Bitmap.Width-1; Height:=Bitmap.Height-1; for j := 0 to Height do begin rowIn := Bitmap.ScanLine[j]; for i := 0 to Width do begin rowOut := Bmp.ScanLine[i]; Inc(rowOut,Height - j); rowOut^ := rowIn^; Inc(rowIn); end; end; Bitmap.Assign(Bmp);end;//旋轉180度procedure Rotate180(const Bitmap:TBitmap);var i,j:Integer; rowIn,rowOut:pRGBTriple; Bmp:TBitmap; Width,Height:Integer;begin Bmp:=TBitmap.Create; Bmp.Width := Bitmap.Width; Bmp.Height := Bitmap.Height; Bmp.PixelFormat := pf24bit; Width:=Bitmap.Width-1; Height:=Bitmap.Height-1; for j := 0 to Height do begin rowIn := Bitmap.ScanLine[j]; for i := 0 to Width do begin rowOut := Bmp.ScanLine[Height - j]; Inc(rowOut,Width - i); rowOut^ := rowIn^; Inc(rowIn); end; end; Bitmap.Assign(Bmp);end;//旋轉270度procedure Rotate270(const Bitmap:TBitmap);var i,j:Integer; rowIn,rowOut:pRGBTriple; Bmp:TBitmap; Width,Height:Integer;begin Bmp:=TBitmap.Create; Bmp.Width := Bitmap.Height; Bmp.Height := Bitmap.Width; Bmp.PixelFormat := pf24bit; Width:=Bitmap.Width-1; Height:=Bitmap.Height-1; for j := 0 to Height do begin rowIn := Bitmap.ScanLine[j]; for i := 0 to Width do begin rowOut := Bmp.ScanLine[Width - i]; Inc(rowOut,j); rowOut^ := rowIn^; Inc(rowIn); end; end; Bitmap.Assign(Bmp);end;//任意角度function RotateBitmap(Bitmap:TBitmap;Angle:Integer;BackColor:TColor):TBitmap;var i,j,iOriginal,jOriginal,CosPoint,SinPoint : integer; RowOriginal,RowRotated : pRGBTriple; SinTheta,CosTheta : Extended; AngleAdd : integer;begin Result:=TBitmap.Create; Result.PixelFormat := pf24bit; Result.Canvas.Brush.Color:=BackColor; Angle:=Angle Mod 360; if Angle<0 then Angle:=360-Abs(Angle); if Angle=0 then Result.Assign(Bitmap) else if Angle=90 then begin Result.Assign(Bitmap); Rotate90(Result);//如果是旋轉90度,直接調用上面的代碼 end else if (Angle>90) and (Angle<180) then begin AngleAdd:=90; Angle:=Angle-AngleAdd; end else if Angle=180 then begin Result.Assign(Bitmap); Rotate180(Result);//如果是旋轉180度,直接調用上面的過程 end else if (Angle>180) and (Angle<270) then begin AngleAdd:=180; Angle:=Angle-AngleAdd; end else if Angle=270 then begin Result.Assign(Bitmap); Rotate270(Result);//如果是旋轉270度,直接調用上面的過程 end else if (Angle>270) and (Angle<360) then begin AngleAdd:=270; Angle:=Angle-AngleAdd; end else AngleAdd:=0; if (Angle>0) and (Angle<90) then begin SinCos((Angle + AngleAdd) * Pi / 180, SinTheta, CosTheta); if (SinTheta * CosTheta) < 0 then begin Result.Width := Round(Abs(Bitmap.Width * CosTheta - Bitmap.Height * SinTheta)); Result.Height := Round(Abs(Bitmap.Width * SinTheta - Bitmap.Height * CosTheta)); end else begin Result.Width := Round(Abs(Bitmap.Width * CosTheta + Bitmap.Height * SinTheta)); Result.Height := Round(Abs(Bitmap.Width * SinTheta + Bitmap.Height * CosTheta)); end; CosTheta:=Abs(CosTheta); SinTheta:=Abs(SinTheta); if (AngleAdd=0) or (AngleAdd=180) then begin CosPoint:=Round(Bitmap.Height*CosTheta); SinPoint:=Round(Bitmap.Height*SinTheta); end else begin SinPoint:=Round(Bitmap.Width*CosTheta); CosPoint:=Round(Bitmap.Width*SinTheta); end; for j := 0 to Result.Height-1 do begin RowRotated := Result.Scanline[j]; for i := 0 to Result.Width-1 do begin Case AngleAdd of 0: begin jOriginal := Round((j+1)*CosTheta-(i+1-SinPoint)*SinTheta)-1; iOriginal := Round((i+1)*CosTheta-(CosPoint-j-1)*SinTheta)-1; end; 90: begin iOriginal := Round((j+1)*SinTheta-(i+1-SinPoint)*CosTheta)-1; jOriginal := Bitmap.Height-Round((i+1)*SinTheta-(CosPoint-j-1)*CosTheta); end; 180: begin jOriginal := Bitmap.Height-Round((j+1)*CosTheta-(i+1-SinPoint)*SinTheta); iOriginal := Bitmap.Width-Round((i+1)*CosTheta-(CosPoint-j-1)*SinTheta); end; 270: begin iOriginal := Bitmap.Width-Round((j+1)*SinTheta-(i+1-SinPoint)*CosTheta); jOriginal := Round((i+1)*SinTheta-(CosPoint-j-1)*CosTheta)-1; end; end; if (iOriginal >= 0) and (iOriginal <= Bitmap.Width-1)and (jOriginal >= 0) and (jOriginal <= Bitmap.Height-1) then begin RowOriginal := Bitmap.Scanline[jOriginal]; Inc(RowOriginal,iOriginal); RowRotated^ := RowOriginal^; Inc(RowRotated); end else begin Inc(RowRotated); end; end; end; end;end;//水平翻轉procedure FlipHorz(const Bitmap:TBitmap);var i,j:Integer; rowIn,rowOut:pRGBTriple; Bmp:TBitmap; Width,Height:Integer;begin Bmp:=TBitmap.Create; Bmp.Width := Bitmap.Width; Bmp.Height := Bitmap.Height; Bmp.PixelFormat := pf24bit; Width:=Bitmap.Width-1; Height:=Bitmap.Height-1; for j := 0 to Height do begin rowIn := Bitmap.ScanLine[j]; for i := 0 to Width do begin rowOut := Bmp.ScanLine[j]; Inc(rowOut,Width - i); rowOut^ := rowIn^; Inc(rowIn); end; end; Bitmap.Assign(Bmp);end;//垂直翻轉procedure FlipVert(const Bitmap:TBitmap);var i,j:Integer; rowIn,rowOut:pRGBTriple; Bmp:TBitmap; Width,Height:Integer;begin Bmp:=TBitmap.Create; Bmp.Width := Bitmap.Height; Bmp.Height := Bitmap.Width; Bmp.PixelFormat := pf24bit; Width:=Bitmap.Width-1; Height:=Bitmap.Height-1; for j := 0 to Height do begin rowIn := Bitmap.ScanLine[j]; for i := 0 to Width do begin rowOut := Bmp.ScanLine[Height - j]; Inc(rowOut,i); rowOut^ := rowIn^; Inc(rowIn); end; end; Bitmap.Assign(Bmp);end;[亮度、對比度、飽和度的調整]以下代碼用ScanLine配合指針移動實現!function Min(a, b: integer): integer;begin if a < b then result := a else result := b;end;function Max(a, b: integer): integer;begin if a > b then result := a else result := b;end;//亮度調整procedure BrightnessChange(const SrcBmp,DestBmp:TBitmap;ValueChange:integer);var i, j: integer; SrcRGB, DestRGB: pRGBTriple;begin for i := 0 to SrcBmp.Height - 1 do begin SrcRGB := SrcBmp.ScanLine[i]; DestRGB := DestBmp.ScanLine[i]; for j := 0 to SrcBmp.Width - 1 do begin if ValueChange > 0 then begin DestRGB.rgbtRed := Min(255, SrcRGB.rgbtRed + ValueChange); DestRGB.rgbtGreen := Min(255, SrcRGB.rgbtGreen + ValueChange); DestRGB.rgbtBlue := Min(255, SrcRGB.rgbtBlue + ValueChange); end else begin DestRGB.rgbtRed := Max(0, SrcRGB.rgbtRed + ValueChange); DestRGB.rgbtGreen := Max(0, SrcRGB.rgbtGreen + ValueChange); DestRGB.rgbtBlue := Max(0, SrcRGB.rgbtBlue + ValueChange); end; Inc(SrcRGB); Inc(DestRGB); end; end;end;//對比度調整procedure ContrastChange(const SrcBmp,DestBmp:TBitmap;ValueChange:integer);var i, j: integer; SrcRGB, DestRGB: pRGBTriple;begin for i := 0 to SrcBmp.Height - 1 do begin SrcRGB := SrcBmp.ScanLine[i]; DestRGB := DestBmp.ScanLine[i]; for j := 0 to SrcBmp.Width - 1 do begin if ValueChange>=0 then begin if SrcRGB.rgbtRed >= 128 then DestRGB.rgbtRed := Min(255, SrcRGB.rgbtRed + ValueChange) else DestRGB.rgbtRed := Max(0, SrcRGB.rgbtRed - ValueChange); if SrcRGB.rgbtGreen >= 128 then DestRGB.rgbtGreen := Min(255, SrcRGB.rgbtGreen + ValueChange) else DestRGB.rgbtGreen := Max(0, SrcRGB.rgbtGreen - ValueChange); if SrcRGB.rgbtBlue >= 128 then DestRGB.rgbtBlue := Min(255, SrcRGB.rgbtBlue + ValueChange) else DestRGB.rgbtBlue := Max(0, SrcRGB.rgbtBlue - ValueChange); end else begin if SrcRGB.rgbtRed >= 128 then DestRGB.rgbtRed := Max(128, SrcRGB.rgbtRed + ValueChange) else DestRGB.rgbtRed := Min(128, SrcRGB.rgbtRed - ValueChange); if SrcRGB.rgbtGreen >= 128 then DestRGB.rgbtGreen := Max(128, SrcRGB.rgbtGreen + ValueChange) else DestRGB.rgbtGreen := Min(128, SrcRGB.rgbtGreen - ValueChange); if SrcRGB.rgbtBlue >= 128 then DestRGB.rgbtBlue := Max(128, SrcRGB.rgbtBlue + ValueChange) else DestRGB.rgbtBlue := Min(128, SrcRGB.rgbtBlue - ValueChange); end; Inc(SrcRGB); Inc(DestRGB); end; end;end;//飽和度調整procedure SaturationChange(const SrcBmp,DestBmp:TBitmap;ValueChange:integer);var Grays: array[0..767] of Integer; Alpha: array[0..255] of Word; Gray, x, y: Integer; SrcRGB,DestRGB: pRGBTriple; i: Byte;beginValueChange:=ValueChange+255;for i := 0 to 255 do Alpha[i] := (i * ValueChange) Shr 8;x := 0;for i := 0 to 255 dobegin Gray := i - Alpha[i]; Grays[x] := Gray; Inc(x); Grays[x] := Gray; Inc(x); Grays[x] := Gray; Inc(x);end; for y := 0 to SrcBmp.Height - 1 dobegin SrcRGB := SrcBmp.ScanLine[Y]; DestRGB := DestBmp.ScanLine[Y]; for x := 0 to SrcBmp.Width - 1 do begin Gray := Grays[SrcRGB.rgbtRed + SrcRGB.rgbtGreen + SrcRGB.rgbtBlue]; if Gray + Alpha[SrcRGB.rgbtRed]>0 then DestRGB.rgbtRed := Min(255,Gray + Alpha[SrcRGB.rgbtRed]) else DestRGB.rgbtRed := 0; if Gray + Alpha[SrcRGB.rgbtGreen]>0 then DestRGB.rgbtGreen := Min(255,Gray + Alpha[SrcRGB.rgbtGreen]) else DestRGB.rgbtGreen := 0; if Gray + Alpha[SrcRGB.rgbtBlue]>0 then DestRGB.rgbtBlue := Min(255,Gray + Alpha[SrcRGB.rgbtBlue]) else DestRGB.rgbtBlue := 0; Inc(SrcRGB); Inc(DestRGB); end;end; end;//RGB調整procedure RGBChange(SrcBmp,DestBmp:TBitmap;RedChange,GreenChange,BlueChange:integer);var SrcRGB, DestRGB: pRGBTriple; i,j:integer;begin for i := 0 to SrcBmp.Height- 1 do begin SrcRGB := SrcBmp.ScanLine[i]; DestRGB :=DestBmp.ScanLine[i]; for j := 0 to SrcBmp.Width - 1 do begin if RedChange> 0 then DestRGB.rgbtRed := Min(255, SrcRGB.rgbtRed + RedChange) else DestRGB.rgbtRed := Max(0, SrcRGB.rgbtRed + RedChange); if GreenChange> 0 then DestRGB.rgbtGreen := Min(255, SrcRGB.rgbtGreen + GreenChange) else DestRGB.rgbtGreen := Max(0, SrcRGB.rgbtGreen + GreenChange); if BlueChange> 0 then DestRGB.rgbtBlue := Min(255, SrcRGB.rgbtBlue + BlueChange) else DestRGB.rgbtBlue := Max(0, SrcRGB.rgbtBlue + BlueChange); Inc(SrcRGB); Inc(DestRGB); end; end;end;[顏色調整]//RGB<=>BGRprocedure RGB2BGR(const Bitmap:TBitmap);var X: Integer; Y: Integer; PRGB: pRGBTriple; Color: Byte;begin for Y := 0 to (Bitmap.Height - 1) do begin for X := 0 to (Bitmap.Width - 1) do begin Color := PRGB^.rgbtRed; PRGB^.rgbtRed := PRGB^.rgbtBlue; PRGB^.rgbtBlue := Color; Inc(PRGB); end; end end;end;//灰度化(加權)procedure Grayscale(const Bitmap:TBitmap);var X: Integer; Y: Integer; PRGB: pRGBTriple; Gray: Byte;begin for Y := 0 to (Bitmap.Height - 1) do begin PRGB := Bitmap.ScanLine[Y]; for X := 0 to (Bitmap.Width - 1) do begin Gray := (77 * Red + 151 * Green + 28 * Blue) shr 8; PRGB^.rgbtRed:=Gray; PRGB^.rgbtGreen:=Gray; PRGB^.rgbtBlue:=Gray; Inc(PRGB); end; end;end;
理論篇:
關鍵詞:
繪圖區-即窗口顯示圖像的區域,亦可為全屏幕(在全屏幕下繪圖的效果比一般窗口下好)
中心點-即要繪圖區顯示的中心點在原始圖像的坐標(聲明:這個概念特別重要)
先說說圖像的放大,要放大一張圖片,我們一般的做法是直接放大圖像,但本文介紹的方法僅放大我們能夠看到的部分,放大分兩種情況,一種是放大后比繪圖區還要小,這種情況沒什么好說,當然是顯示全部的圖像;第二種是放大后的圖像比繪圖區大,這才是我們今天要討論的重點話題,這種情況下我們先要確定圖像放大后的大小,然后根據“中心點”計算在原始圖像的位置和大小,最后把截取的圖像放大到繪圖區。
再說說圖像的漫游,當顯示的圖像超過繪圖區時,我們需要對圖像進行漫游,以便看到全部的圖像。原理是:當鼠標在繪圖區進行單擊時,這時開始漫游,先記錄鼠標的單擊位置,然后檢測鼠標的移動,根據鼠標和上次的位移計算出“中心點”(需要將屏幕坐標轉換為原始圖像坐標),根據在上面放大的原理到原始圖像中取出要顯示的部分,放大顯示到繪圖區。
算法實現篇:
1.圖像放大
變量定義:
PZoom:放大率(整數:100時為100%,根據需要可以將 100 該為 10000 或者更大些,但不推薦使用浮點數)
a,b:中心點
w,h:要截取原始圖像的寬和高
x,y:要截取的位置(左上角)
sw,sh:原始圖像的寬和高
p1,p2:放大比例
aw,ah:放大后圖像的大小
pw,ph:繪圖區大小
vx,vy:在繪圖區顯示的位置(左上角)
vw,vh:在繪圖區顯示的大小
ptx,pty:臨時變量
已知的變量:PZoom,(a,b),(sw,sh),(p1,p2),(aw,ah),(pw,ph)
要計算的變量:(x,y),(w,h),(vx,vy),(vw,vh)
開始計算:
aw=Round(PZoom*sw/100);ah=Round(PZoom*sh/100);p1=aw/pwp2=ah/ph// 注:Round 用于取整,如其他語言的Int(),Fix()等if p1>1 then w=Round(sw/p1) else w=swif p2>1 then h=Round(sh/p2) else h=sh// 注:shr 為右移運算符,可以使用“>>1”、“div 2”、“/2”或“Round(w/2)”代替x=a-w shr 1y=b-h shr 1// 注:div 為整除運算符ptx=(w*PZoom) div 100pty=(h*PZoom) div 100// 以下計算在繪圖區顯示的圖像大小和位置
變量
Pencent:double; // 縮放比 wx:double; // 寬縮放比 hx:double; // 高縮放比 // 獲得縮放比 wx:=pw/ptx hx:=ph/pty if wx>hx then Pencent:=hx else Pencent:=wx; // 獲得圖片最后的大小 vw:=Round(Pencent*ptx); vh:=Round(Pencent*pty); // 計算出圖片的位置 vx:=(pw-vw) div 2; vy:=(ph-vh) div 2;// ------------------------------------
好了,兩個重要的任務完成(x,y),(w,h),(vx,vy),(vw,vh)已經全部計算得出,下面的工作就是顯示了,我們選擇 Windows API 進行操作
變量
sDC 為原始圖片的設備句柄(DC)tDC 為臨時設備句柄dDC 最終設備句柄BitBlt(tDC,0,0,w,h,sDC,0,0,SRCCOPY);SetStretchBltMode(dDC,STRETCH_DELETESCANS);StretchBlt(dDC,0,0,vw,vh,tDC,0,0,w,h,SRCCOPY);
最后繪制到顯示的區域即可:
例如:
BitBlt(GetDC(0),vx,vy,vx+vw,xy+vh,dDC,0,0,SRCCOPY);
2.圖像漫游
先定義三個全局變量:
FBeginDragPoint :TPoint; // 記錄鼠標開始拖動的位置FBeginDragSBPoint :TPoint; // 記錄“中心點”位置FBeginDrag :boolean; // 是否已經開始“拖動”a,b :integer; // “中心點”位置
在鼠標左鍵點擊時,記錄鼠標的位置和“中心點”的位置,同時設置 FBeginDrag 為真
當鼠標右鍵彈起時,設置 FBeginDrag 為假
鼠標移動時,判斷 FBeginDrag ,如果為假不進行處理,如果為真進行下面處理:
假設 X,Y 為鼠標當前的位置
a=FBeginDragPoint.X-((X-FBeginDragPoint.X)*100) div PZoomb=FBeginDragPoint.Y-((Y-FBeginDragPoint.Y)*100) div PZoom
最后使用上面介紹的圖像放大顯示出圖像
技巧篇:
1.如果圖像較大,使用 delphi 的 位圖對象會出現內存溢出錯誤,這時可以進行如下設置:
bitImage:=TBitmap.Create; bitImage.PixelFormat:=pf24bit; bitImage.ReleaseHandle;
2.如果要讓圖像自動適應窗口的大小,參考以下代碼:
var p1,p2 :double;begin p1:=pw/sw; p2:=ph/sw; if p1>p2 then PZoom:=Round(p2*100) else PZoom:=Round(p1*100); if PZoom=0 then PZoom:=100;end;
Delphi灰度圖像像素顏色亮度處理
在圖像處理中,速度是很重要的。因此,我們得重新處理一下TBitmap,得到TVczhBitmap。這只是因為GetPixels和SetPixels的速度太慢,換一個方法而已。
unit untBitmapProc; interface uses Graphics, SysUtils; type TVczhBitmap=class(TBitmap) private Data:PByteArray; Line:Integer; procedure SetFormat; function GetBytePointer(X,Y:Integer):PByte; procedure SetBytes(X,Y:Integer;Value:Byte); function GetBytes(X,Y:Integer):Byte; protected published constructor Create; public property Bytes[X,Y:Integer]:Byte read GetBytes write SetBytes; procedure LoadFromFile(FileName:String); procedure ToGray; end; implementation procedure TVczhBitmap.SetFormat; begin HandleType:=bmDIB; PixelFormat:=pf24bit; end; function TVczhBitmap.GetBytePointer(X,Y:Integer):PByte; begin if Line<>Y then begin Line:=Y; Data:=ScanLine[Y]; end; Longint(result):=Longint(Data)+X; end; procedure TVczhBitmap.SetBytes(X,Y:Integer;Value:Byte); begin GetBytePointer(X,Y)^:=Value; end; function TVczhBitmap.GetBytes(X,Y:Integer):Byte; begin result:=GetBytePointer(X,Y)^; end; constructor TVczhBitmap.Create; begin inherited Create; SetFormat; Line:=-1; end; procedure TVczhBitmap.LoadFromFile(FileName:String); begin inherited LoadFromFile(FileName); SetFormat; Line:=-1; end; procedure TVczhBitmap.ToGray; var X,Y,R:Integer; B:Byte; begin for Y:=0 to Height-1 do for X:=0 to Width-1 do begin R:=0; for B:=0 to 2 do R:=R+GetBytes(X*3+B,Y); for B:=0 to 2 do SetBytes(X*3+B,Y,R div 3); end; end; end.
此后,我們需要建立幾個窗體。第一個用來顯示圖片,第二個用來處理圖片,其他的窗體都繼承自第二個窗體,包含實際的處理方法。
先看第二個窗口:
unit untProc; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, ExtCtrls, untBitmapProc, StdCtrls, ComCtrls; type TfrmProcessor = class(TForm) pbBar: TPaintBox; gpProc: TGroupBox; Button1: TButton; procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); procedure FormShow(Sender: TObject); procedure pbBarPaint(Sender: TObject); procedure Button1Click(Sender: TObject); private { Private declarations } public { Public declarations } BarData:array[0..255]of Byte; Bar:TVczhBitmap; procedure DrawBar; end; var frmProcessor: TfrmProcessor; implementation {$R *.dfm} uses untViewer; procedure TfrmProcessor.DrawBar; var I:Integer; begin Bar.Canvas.FillRect(Bar.Canvas.ClipRect); Bar.Canvas.MoveTo(0,255-BarData[0]); for I:=1 to 255 do Bar.Canvas.LineTo(I,255-BarData[I]); end; procedure TfrmProcessor.FormCreate(Sender: TObject); begin Bar:=TVczhBitmap.Create; Bar.Width:=256; Bar.Height:=256; Bar.Canvas.Brush.Color:=clWhite; Bar.Canvas.Brush.Style:=bsSolid; end; procedure TfrmProcessor.FormDestroy(Sender: TObject); begin Bar.Free; end; procedure TfrmProcessor.FormShow(Sender: TObject); var I:Integer; begin for I:=0 to 255 do BarData[I]:=I; DrawBar; end; procedure TfrmProcessor.pbBarPaint(Sender: TObject); begin pbBar.Canvas.Draw(0,0,Bar); end; procedure TfrmProcessor.Button1Click(Sender: TObject); var X,Y:Integer; begin for Y:=0 to Buffer.Height-1 do for X:=0 to Buffer.Width*3-1 do Played.Bytes[X,Y]:=BarData[Buffer.Bytes[X,Y]]; frmViewer.FormPaint(frmViewer); end; end.
之后,做一個窗口繼承自它,則調整BarData[]后,按Apply即可看到結果。
現在開始將圖像處理。具體效果見示例程序。
一、顏色反轉。
灰度圖像的顏色都是從0~255,所以,為了使顏色反轉,我們可以用255減去該顏色值以得到反轉后的顏色。
var I:Integer; begin inherited; for I:=0 to 255 do BarData[I]:=255-I;//用255減去該顏色值 DrawBar; pbBarPaint(pbBar); end;
二、縮小顏色范圍以增強或減弱亮度
顏色本來是從0~255的。如果調節它的范圍,例如從0~16,則會是圖像明顯變暗。我們可以把起始值設為a,把終止值設為b,則新的顏色值New=a+(b-1)*Old/255。這樣做的話可以改變亮度,并且不會破壞原先顏色的順序。代碼如下
var I:Integer; begin for I:=0 to 255 do BarData[I]:=(255-sbMin.Position)+Round((sbMin.Position-sbMax.Position)/255*I); DrawBar; pbBarPaint(pbBar); Button1Click(Button1); end;
這里的sbMin.Position和sbMaxPosition都是反轉過的。所以使用時要用255去減
三、增加某個范圍內的顏色范圍
如果圖像本身的顏色范圍很小的畫,你可以通過這種方法來加大圖像的對比度,有利于對圖像的分析。具體做法:
選取一個值a做為起始值,選取一個值b做為終止值,然后按以下公式變形:
| 0 (X<=a)
f(X)= | 255/(b-a)*(X-a)
| 255(X>=b)
var I:Integer; begin for I:=0 to 255 do begin if I<=sbMin.Position then BarData[I]:=0 else if I>=sbMax.Position then BarData[I]:=255 else BarData[I]:=Round(255/(sbMax.Position-sbMin.Position)*(I-sbMin.Position)); end; DrawBar; pbBarPaint(pbBar); Button1Click(Button1); end;
四、變為黑白圖片
在使用第三個功能的時候,你會發現當b<=a時,圖像上的顏色除了黑色就是白色。這樣操作的好處是不能直接顯示出來的。這只要到了比較高級的圖像處理如邊緣檢測等,才有作用。本例可以拿第三種方法的公式再變形,因此不作詳細闡述。
五、指數級亮度調整
我們假設這個圖的定義域是[0,1],值域也是[0,1]。那么,定義函數f(x)=x^c,則f(x)的圖像有一段如上圖。我們再用鼠標操作時,可以在上面取一點P(a,b),然后使f(x)通過點P,則c=ln(b)/ln(a)。有了c之后,我們就可以對顏色進行操作了:
New=(Old/255)^c*255=exp(ln(old/255)*c)*255 var ea,eb,ec:Extended; I:Integer; begin ea:=A/255; eb:=B/255; ec:=Ln(eb)/Ln(ea); for I:=1 to 255 do BarData[I]:=Round(Exp(Ln((I/255))*ec)*255); DrawBar; pbBarPaint(pbBar); Button1Click(Button1); end;
這樣做可以調節圖像的亮度。
Delphi圖形顯示特效的技巧
概述
----目前在許多學習軟件、游戲光盤中,經常會看到各種
圖形顯示技巧,憑著圖形的移動、交錯、雨滴狀、百頁窗、積木堆疊等顯現方式,使畫面變得更為生動活潑,更 能吸引觀眾。本文將探討如何在delphi中實現各種圖形顯示技巧。
基本原理
----在delphi中,實現一副圖象的顯示是非常簡單的,只要在form中定義一個timage組件,設置其picture屬性,然后選 擇任何有效的.ico、.bmp、.emf或.wmf文件,進行load,所選文 件就顯示在timage組件中了。但這只是直接將圖形顯示在窗體中,毫無技巧可言。為了使圖形顯示具有別具一格的效果,可以按下列步驟實現:
----定義一個timage組件,把要顯示的圖形先裝入到timage組件中,也就是說,把圖形內容從磁盤載入內存中, 做為圖形緩存。
----創建一新的位圖對象,其尺寸跟timage組件中的圖形一樣。
----利用畫布(canvas)的copyrect功能(將一個畫布的矩形區域拷貝到另一個畫布的矩形區域),使用技巧,動態形
成位圖文件內容,然后在窗體中顯示位圖。
----實現方法
下面介紹各種圖形顯示技巧:
1.推拉效果
將要顯示的圖形由上、下、左、右方向拉進屏幕內顯示,同時將屏幕上原來的舊圖蓋掉,此種效果可分為四種,上拉、下拉、左拉、右拉,但原理都差不多,以上拉 效果為例。
原理:首先將放在暫存圖形的第一條水平線,搬移至要顯示的位圖的最后一條,接著再將暫存圖形的前兩條水平線,依序搬移至要顯示位圖的最后兩條水平線,然后搬移前三條、前四條 主站蜘蛛池模板: 国产大片在线观看 | 成人午夜视屏 | 青草av.久久免费一区 | 91成人免费在线观看 | 亚洲精品欧美二区三区中文字幕 | 色阁阁69婷婷 | 久久精品视频首页 | 欧美久久久一区二区三区 | 久久久久一区二区三区四区五区 | 91精彩在线| 91精品国产一区二区三区四区在线 | 精品亚洲视频在线 | 久久国产91 | 久久精品视频1 | 久久国产成人午夜av浪潮 | 成人做爽爽爽爽免费国产软件 | 国产美女视频黄a视频免费 日韩黄色在线播放 | 国产资源在线视频 | aa级黄色片 | 日韩黄在线 | 日本精品婷婷久久爽一下 | 久久久久久久91 | 久久精精品| 成人羞羞在线观看网站 | 男女无遮挡羞羞视频 | 国产午夜免费福利 | xnxx 美女19 | 一日本道久久久精品国产 | 日本s级毛片免费观看 | 色网站在线免费观看 | 香蕉视频1024 | 极品销魂一区二区三区 | 一日本道久久久精品国产 | 精品在线一区二区三区 | 大学生一级毛片在线视频 | 国产免费乱淫av | 亚洲欧美成aⅴ人在线观看 免费看欧美黑人毛片 | 国产毛片网 | 欧美wwwwww | 国产成人高清在线观看 | 欧洲黄色一级视频 |