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Delphi基本圖像處理方法匯總

2020-01-31 20:50:34
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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;

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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

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