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 程式師世界 >> 編程語言 >> 更多編程語言 >> 更多關於編程 >> Delphi根本圖像處置辦法匯總

Delphi根本圖像處置辦法匯總

編輯:更多關於編程

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。

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