Delphi根本圖像處置辦法匯總。本站提示廣大學習愛好者:(Delphi根本圖像處置辦法匯總)文章只能為提供參考,不一定能成為您想要的結果。以下是Delphi根本圖像處置辦法匯總正文
本文實例匯總了Delphi根本圖像處置辦法。分享給大家供大家參考。詳細剖析如下:
//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配合指針挪動完成,用於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; //恣意角度 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);//假如是旋轉90度,直接調用下面的代碼 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);//假如是旋轉180度,直接調用下面的進程 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);//假如是旋轉270度,直接調用下面的進程 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; //程度翻轉 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、比照度、飽和度的調整] 以下代碼用ScanLine配合指針挪動完成! 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; //比照度調整 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; begin ValueChange:=ValueChange+255; for i := 0 to 255 do Alpha[i] := (i * ValueChange) Shr 8; x := 0; for i := 0 to 255 do begin 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 do begin 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; [顏色彩整] //RGB<=>BGR procedure 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;
實際篇:
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普通窗口下好)
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)
先說說圖像的縮小,要縮小一張圖片,我們普通的做法是直接縮小圖像,但本文引見的辦法僅縮小我們可以看到的局部,縮小分兩種狀況,一種是縮小後比繪圖區還要小,這種狀況沒什麼好說,當然是顯示全部的圖像;第二種是縮小後的圖像比繪圖區大,這才是我們明天要討論的重點話題,這種狀況下我們先要確定圖像縮小後的大小,然後依據“中心點”計算在原始圖像的地位和大小,最後把截取的圖像縮小到繪圖區。
再說說圖像的遨游,當顯示的圖像超越繪圖區時,我們需求對圖像停止遨游,以便看到全部的圖像。原理是:當鼠標在繪圖區停止單擊時,這時開端遨游,先記載鼠標的單擊地位,然後檢測鼠標的挪動,依據鼠標和上次的位移計算出“中心點”(需求將屏幕坐標轉換為原始圖像坐標),依據在下面縮小的原理到原始圖像中取出要顯示的局部,縮小顯示到繪圖區。
算法完成篇:
1.圖像縮小
變量定義:
PZoom:縮小率(整數:100時為100%,依據需求可以將 100 該為 10000 或許更大些,但不引薦運用浮點數)
a,b:中心點
w,h:要截取原始圖像的寬和高
x,y:要截取的地位(左上角)
sw,sh:原始圖像的寬和高
p1,p2:縮小比例
aw,ah:縮小後圖像的大小
pw,ph:繪圖區大小
vx,vy:在繪圖區顯示的地位(左上角)
vw,vh:在繪圖區顯示的大小
ptx,pty:暫時變量
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)
開端計算:
aw=Round(PZoom*sw/100); ah=Round(PZoom*sh/100); p1=aw/pw p2=ah/ph // 注:Round 用於取整,如其他言語的Int(),Fix()等 if p1>1 then w=Round(sw/p1) else w=sw if p2>1 then h=Round(sh/p2) else h=sh // 注:shr 為右移運算符,可以運用“>>1”、“div 2”、“/2”或“Round(w/2)”替代 x=a-w shr 1 y=b-h shr 1 // 注:div 為整除運算符 ptx=(w*PZoom) div 100 pty=(h*PZoom) div 100 // 以下計算在繪圖區顯示的圖像大小和地位
變量
Pencent:double; // 縮放比 wx:double; // 寬縮放比 hx:double; // 高縮放比 // 取得縮放比 wx:=pw/ptx hx:=ph/pty if wx>hx then Pencent:=hx else Pencent:=wx; // 取得圖片最後的大小 vw:=Round(Pencent*ptx); vh:=Round(Pencent*pty); // 計算出圖片的地位 vx:=(pw-vw) div 2; vy:=(ph-vh) div 2; // ------------------------------------
好了,兩個重要的義務完成(x,y),(w,h),(vx,vy),(vw,vh)曾經全部計算得出,上面的任務就是顯示了,我們選擇 Windows API 停止操作
變量
sDC 為原始圖片的設備句柄(DC) tDC 為暫時設備句柄 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);
最後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.圖像遨游
先定義三個全局變量:
FBeginDragPoint :TPoint; // 記載鼠標開端拖動的地位 FBeginDragSBPoint :TPoint; // 記載“中心點”地位 FBeginDrag :boolean; // 能否曾經開端“拖動” a,b :integer; // “中心點”地位
在鼠標左鍵點擊時,記載鼠標的地位和“中心點”的地位,同時設置 FBeginDrag 為真
當鼠標右鍵彈起時,設置 FBeginDrag 為假
鼠標挪動時,判別 FBeginDrag ,假如為假不停止處置,假如為真停止上面處置:
假定 X,Y 為鼠標以後的地位
a=FBeginDragPoint.X-((X-FBeginDragPoint.X)*100) div PZoom b=FBeginDragPoint.Y-((Y-FBeginDragPoint.Y)*100) div PZoom
最後運用下面引見的圖像縮小顯示出圖像
技巧篇:
1.假如圖像較大,運用 delphi 的 位圖對象會呈現內存溢出錯誤,這時可以停止如下設置:
bitImage:=TBitmap.Create; bitImage.PixelFormat:=pf24bit; bitImage.ReleaseHandle;
2.假如要讓圖像自動順應窗口的大小,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置
在圖像處置中,速度是很重要的。因而,我們得重新處置一下TBitmap,失掉TVczhBitmap。這只是由於GetPixels和SetPixels的速度太慢,換一個辦法而已。
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.
爾後,我們需求樹立幾個窗體。第一個用來顯示圖片,第二個用來處置圖片,其他的窗體都承繼自第二個窗體,包括實踐的處置辦法。
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.
之後,做一個窗口承繼自它,則調整BarData[]後,按Apply即可看到後果。
如今開端將圖像處置。詳細效果見示例順序。
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減去該顏色值以失掉反轉後的顏色。
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、減少顏色范圍以加強或削弱亮度
顏色原本是從0~255的。假如調理它的范圍,例如從0~16,則會是圖像分明變暗。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。這樣做的話可以改動亮度,並且不會毀壞原先顏色的順序。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;
這裡的sbMin.Position和sbMaxPosition都是反轉過的。所以運用時要用255去減
三、添加某個范圍內的顏色范圍
假如圖像自身的顏色范圍很小的畫,你可以經過這種辦法來加大圖像的比照度,有利於對圖像的剖析。詳細做法:
選取一個值a做為起始值,選取一個值b做為終止值,然後按以下公式變形:
| 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、變為彩色圖片
在運用第三個功用的時分,你會發現當b<=a時,圖像上的顏色除了黑色就是白色。這樣操作的益處是不能直接顯示出來的。這只需到了比擬初級的圖像處置如邊緣檢測等,才有作用。本例可以拿第三種辦法的公式再變形,因而不作詳細論述。
五、指數級亮度調整
我們假定這個圖的定義域是[0,1],值域也是[0,1]。那麼,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,可以在下面取一點P(a,b),然後使f(x)經過點P,則c=ln(b)/ln(a)。有了c之後,我們就可以對顏色停止操作了:
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;
這樣做可以調理圖像的亮度。
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,常常會看到各種
圖形顯示技巧,憑著圖形的挪動、交織、雨滴狀、百頁窗、積木堆疊等顯現方式,使畫面變得更為生動生動,更 能吸引觀眾。本文將討論如何在delphi中完成各種圖形顯示技巧。
根本原理
----在delphi中,完成一副圖象的顯示是十分復雜的,只需在form中定義一個timage組件,設置其picture屬性,然後選 擇任何無效的.ico、.bmp、.emf或.wmf文件,停止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,可以按下列步驟完成:
----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。
----創立一新的位圖對象,其尺寸跟timage組件中的圖形一樣。
----應用畫布(canvas)的copyrect功用(將一個畫布的矩形區域拷貝到另一個畫布的矩形區域),運用技巧,靜態形
成位圖文件內容,然後在窗體中顯示位圖。
----完成辦法
上面引見各種圖形顯示技巧:
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程度線,搬移至要顯示的位圖的最後一條,接著再將暫存圖形的前兩條程度線,依序搬移至要顯示位圖的最後兩條程度線,然後搬移前三條、前四條叄?直到全部圖形數據搬完為止。在搬移的進程中即可看到顯示的位圖由下而上浮起,而到達上拉的效果。
順序算法:
procedure tform1.button1click(sender: tobject); var newbmp: tbitmap; i,bmpheight,bmpwidth:integer; begin newbmp:= tbitmap.create; newbmp.width:=image1.width; newbmp.height:=image1.height; bmpheight:=image1.height; bmpwidth:=image1.width; for i:=0 to bmpheight do begin newbmp.canvas.copyrect(rect (0,bmpheight-i,bmpwidth,bmpheight), image1.canvas, rect(0,0,bmpwidth,i)); form1.canvas.draw(120,100,newbmp); end; newbmp.free; end;
2.垂直交織效果
原理:將要顯示的圖形拆成兩局部,奇數條掃描線由上往下搬移,偶數條掃描線的局部則由下往上搬移,而且兩者同時停止。從屏幕上便可看到辨別由上下兩端呈現的較淡圖形向屏幕地方挪動,直到完全清楚為止。
順序算法:
procedure tform1.button4click(sender: tobject); var newbmp:tbitmap; i,j,bmpheight,bmpwidth:integer; begin newbmp:= tbitmap.create; newbmp.width:=image1.width; newbmp.height:=image1.height; bmpheight:=image1.height; bmpwidth:=image1.width; i:=0; while i< =bmpheight do begin j:=i; while j >0 do begin newbmp.canvas.copyrect(rect(0,j-1,bmpwidth,j), image1.canvas, rect(0,bmpheight-i+j-1,bmpwidth,bmpheight-i+j)); newbmp.canvas.copyrect(rect (0,bmpheight-j,bmpwidth,bmpheight-j+1), image1.canvas, rect(0,i-j,bmpwidth,i-j+1)); j:=j-2; end; form1.canvas.draw(120,100,newbmp); i:=i+2; end; newbmp.free; end;
3.程度交織效果
原理:同垂直交織效果原理一樣,只是將分紅兩組後的圖形辨別由左右兩端移進屏幕。
順序算法:
procedure tform1.button5click(sender: tobject); var newbmp:tbitmap; i,j,bmpheight,bmpwidth:integer; begin newbmp:= tbitmap.create; newbmp.width:=image1.width; newbmp.height:=image1.height; bmpheight:=image1.height; bmpwidth:=image1.width; i:=0; while i< =bmpwidth do begin j:=i; while j >0 do begin newbmp.canvas.copyrect(rect(j-1,0,j,bmpheight), image1.canvas, rect(bmpwidth-i+j-1,0,bmpwidth-i+j,bmpheight)); newbmp.canvas.copyrect(rect (bmpwidth-j,0,bmpwidth-j+1,bmpheight), image1.canvas, rect(i-j,0,i-j+1,bmpheight)); j:=j-2; end; form1.canvas.draw(120,100,newbmp); i:=i+2; end; newbmp.free; end;
4.雨滴效果
原理:將暫存圖形的最後一條掃描線,依序搬移到可視位圖的第一條到最後一條掃描線,讓此條掃描線在屏幕上留下它的軌跡。接著再把暫存圖形的倒數第二條掃描線,依序搬移到可視位圖的第一條到倒數第二條掃描線。其他的掃描線依此類推。
順序算法:
procedure tform1.button3click(sender: tobject); var newbmp:tbitmap; i,j,bmpheight,bmpwidth:integer; begin newbmp:= tbitmap.create; newbmp.width:=image1.width; newbmp.height:=image1.height; bmpheight:=image1.height; bmpwidth:=image1.width; for i:=bmpheight downto 1 do for j:=1 to i do begin newbmp.canvas.copyrect(rect(0,j-1,bmpwidth,j), image1.canvas, rect(0,i-1,bmpwidth,i)); form1.canvas.draw(120,100,newbmp); end; newbmp.free; end;
5.百葉窗效果
原理:將放在暫存圖形的數據分紅若干組,然後順次從第一組到最後一組搬移,第一次每組各搬移第一條掃描線到可視位圖的相應地位,第二次搬移第二條掃描線,接著搬移第三條、第四條掃描線.
順序算法:
procedure tform1.button6click(sender: tobject); var newbmp:tbitmap; i,j,bmpheight,bmpwidth:integer; xgroup,xcount:integer; begin newbmp:= tbitmap.create; newbmp.width:=image1.width; newbmp.height:=image1.height; bmpheight:=image1.height; bmpwidth:=image1.width; xgroup:=16; xcount:=bmpheight div xgroup; for i:=0 to xcount do for j:=0 to xgroup do begin newbmp.canvas.copyrect(rect (0,xcount*j+i-1,bmpwidth,xcount*j+i), image1.canvas, rect(0,xcount*j+i-1,bmpwidth,xcount*j+i)); form1.canvas.draw(120,100,newbmp); end; newbmp.free; end;
6.積木效果
原理:是雨滴效果的一種變化,不同之處在於,積木效果每次搬移的是一塊圖形,而不只是一根掃描線。
順序算法:
procedure tform1.button7click(sender: tobject); var newbmp:tbitmap; i,j,bmpheight,bmpwidth:integer; begin newbmp:= tbitmap.create; newbmp.width:=image1.width; newbmp.height:=image1.height; bmpheight:=image1.height; bmpwidth:=image1.width; i:=bmpheight; while i>0 do begin for j:=10 to i do begin newbmp.canvas.copyrect(rect(0,j-10,bmpwidth,j), image1.canvas, rect(0,i-10,bmpwidth,i)); form1.canvas.draw(120,100,newbmp); end; i:=i-10; end; newbmp.free; end;
完畢語
上述圖形顯示效果均已上機經過。運用效果很好。
用Delphi完成圖像縮小鏡
向窗體上添加兩個TImage組件,其中一個TImage組件的Name屬性設置為Image1,它充任原圖片顯示的載體。另一個TImage組件的Name屬性設置為Image2,它可以顯示縮小後的圖像。
本例的中心是StretchBlt函數,應用StretchBlt函數完成部分圖像縮小,呼應代碼如下:
procedure TForm1.Image1MouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer); begin StretchBlt(Image2.Canvas.Handle,0,0,Image2.Width,Image2.Height, Image1.Canvas.Handle, X-20,Y-20,40,40,SRCCOPY); Image2.Refresh; Screen.Cursors[1]:=LoadCursorFromFile('MAGNIFY.CUR'); Self.Cursor:=1; end;
順序首先會調用StretchBlt函數,以鼠標以後地位作為中心點,以邊長為40選中Image1組件上的部分圖像,並縮小此部分圖像到Image2組件上。然後經過調用Image2組件的Refresh辦法以刷新Image2組件的顯示。最後設置鼠標指針為新的外形。
順序代碼如下:
unit Unit1; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, ExtCtrls, StdCtrls; type TForm1 = class(TForm) Image1: TImage; Image2: TImage; procedure Image1MouseMove(Sender: TObject; Shift: TShiftState; X,Y: Integer); procedure FormMouseMove(Sender: TObject; Shift: TShiftState; X,Y: Integer); private { Private declarations } public { Public declarations } end; var Form1: TForm1; implementation {$R *.dfm} procedure TForm1.Image1MouseMove(Sender:TObject;Shift:TShiftState;X,Y: Integer); begin StretchBlt(Image2.Canvas.Handle,0,0,Image2.Width,Image2.Height,Image1.Canvas.Handle, X-20,Y-20,40,40,SRCCOPY); Image2.Refresh; Screen.Cursors[1]:=LoadCursorFromFile('MAGNIFY.CUR'); Self.Cursor:=1; end; procedure TForm1.FormMouseMove(Sender: TObject; Shift: TShiftState; X,Y: Integer); begin Screen.Cursors[1]:=crDefault; Self.Cursor:=1; end; end.
保管文件,然後按F9鍵運轉順序,順序運轉。
縮小圖像是一個優秀的看圖軟件必備的功用,本實例提供了一種十分簡便易行的辦法,不但代碼數量少,而且執行效率高。
希望本文所述對大家的Delphi順序設計有所協助。