public class ImageEffects
{
public enum SingleColorTypeEnum {
/// <summary>
/// 平均值法
/// </summary>
Average = 1,
/// <summary>
/// 最大值法
/// </summary>
Max = 2,
/// <summary>
/// 加权平均值法
/// </summary>
Weighting = 3
};
/// <summary>
/// 将图片转换成黑白色效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
/// <param name="type">HeiBaiType 枚举</param>
public static Bitmap SingleColor(Bitmap bmp,SingleColorTypeEnum type)
{
Bitmap newBitmap = null;
try
{
int Height = bmp.Height;
int Width = bmp.Width;
newBitmap = new Bitmap(Width, Height);
Color pixel;
for (int x = 0; x < Width; x++)
{
for (int y = 0; y < Height; y++)
{
pixel = bmp.GetPixel(x, y);
int r, g, b, Result = 0;
r = pixel.R;
g = pixel.G;
b = pixel.B;
switch (type)
{
case SingleColorTypeEnum.Average://平均值法
Result = ((r + g + b) / 3);
break;
case SingleColorTypeEnum.Max://最大值法
Result = r > g ? r : g;
Result = Result > b ? Result : b;
break;
case SingleColorTypeEnum.Weighting://加权平均值法
Result = ((int)(0.7 * r) + (int)(0.2 * g) + (int)(0.1 * b));
break;
}
newBitmap.SetPixel(x, y, Color.FromArgb(Result, Result, Result));
}
}
}
catch (Exception ex)
{
throw ex;
}
return newBitmap;
}
/// <summary>
/// 将图片转换成黑白色效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap SingleColor(Bitmap bmp)
{
//确定图像的宽和高
int width = bmp.Width;
int height = bmp.Height;
int pix = 0;
//LockBits将Bitmap锁定到内存中
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
//p指向地址
byte* p = (byte*)data.Scan0;//8位无符号整数
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
pix = (int)(0.7 * p[0]) + (int)(0.2 * p[1]) + (int)(0.1 * p[2]);
pix = Math.Min(255, pix);
p[0] = (byte)pix;
p[1] = (byte)pix;
p[2] = (byte)pix;
p += 3;
} // x
p += offset;
} // y
}
bmp.UnlockBits(data);//从内存中解除锁定
return bmp;
}
/// <summary>
/// 雾化效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Atomization(Bitmap bmp)
{
Bitmap newBitmap = null;
try
{
int Height = bmp.Height;
int Width = bmp.Width;
newBitmap = new Bitmap(Width, Height);
Color pixel;
for (int x = 1; x < Width - 1; x++)
{
for (int y = 1; y < Height - 1; y++)
{
Random MyRandom = new Random();
int k = MyRandom.Next(123456);
//像素块大小
int dx = x + k % 19;
int dy = y + k % 19;
if (dx >= Width)
dx = Width - 1;
if (dy >= Height)
dy = Height - 1;
pixel = bmp.GetPixel(dx, dy);
newBitmap.SetPixel(x, y, pixel);
}
}
}
catch (Exception ex)
{
throw ex;
}
return newBitmap;
}
/// <summary>
/// 柔化
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Soften(Bitmap bmp)
{
Bitmap newBitmap = null;
try
{
int Height = bmp.Height;
int Width = bmp.Width;
newBitmap = new Bitmap(Width, Height);
Color pixel;
//高斯模板
int[] Gauss ={ 1, 2, 1, 2, 4, 2, 1, 2, 1 };
for (int x = 1; x < Width - 1; x++)
for (int y = 1; y < Height - 1; y++)
{
int r = 0, g = 0, b = 0;
int Index = 0;
for (int col = -1; col <= 1; col++)
for (int row = -1; row <= 1; row++)
{
pixel = bmp.GetPixel(x + row, y + col);
r += pixel.R * Gauss[Index];
g += pixel.G * Gauss[Index];
b += pixel.B * Gauss[Index];
Index++;
}
r /= 16;
g /= 16;
b /= 16;
//处理颜色值溢出
r = r > 255 ? 255 : r;
r = r < 0 ? 0 : r;
g = g > 255 ? 255 : g;
g = g < 0 ? 0 : g;
b = b > 255 ? 255 : b;
b = b < 0 ? 0 : b;
newBitmap.SetPixel(x - 1, y - 1, Color.FromArgb(r, g, b));
}
}
catch (Exception ex)
{
throw ex;
}
return newBitmap;
}
/// <summary>
/// 锐化效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Sharpen(Bitmap bmp)
{
Bitmap newBitmap = null;
try
{
int Height = bmp.Height;
int Width = bmp.Width;
newBitmap = new Bitmap(Width, Height);
Color pixel;
//拉普拉斯模板
int[] Laplacian ={ -1, -1, -1, -1, 9, -1, -1, -1, -1 };
for (int x = 1; x < Width - 1; x++)
for (int y = 1; y < Height - 1; y++)
{
int r = 0, g = 0, b = 0;
int Index = 0;
for (int col = -1; col <= 1; col++)
{
for (int row = -1; row <= 1; row++)
{
pixel = bmp.GetPixel(x + row, y + col);
r += pixel.R * Laplacian[Index];
g += pixel.G * Laplacian[Index];
b += pixel.B * Laplacian[Index];
Index++;
}
}
//处理颜色值溢出
r = r > 255 ? 255 : r;
r = r < 0 ? 0 : r;
g = g > 255 ? 255 : g;
g = g < 0 ? 0 : g;
b = b > 255 ? 255 : b;
b = b < 0 ? 0 : b;
newBitmap.SetPixel(x - 1, y - 1, Color.FromArgb(r, g, b));
}
}
catch (Exception ex)
{
throw ex;
}
return newBitmap;
}
/// <summary>
/// 底片效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Negative(Bitmap bmp)
{
Bitmap newBitmap = null;
try
{
int Height = bmp.Height;
int Width = bmp.Width;
newBitmap = new Bitmap(Width, Height);
Color pixel;
for (int x = 1; x < Width; x++)
{
for (int y = 1; y < Height; y++)
{
int r, g, b;
pixel = bmp.GetPixel(x, y);
r = 255 - pixel.R;
g = 255 - pixel.G;
b = 255 - pixel.B;
newBitmap.SetPixel(x, y, Color.FromArgb(r, g, b));
}
}
}
catch (Exception ex)
{
throw ex;
}
return newBitmap;
}
/// <summary>
/// 浮雕效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Relief(Bitmap bmp)
{
Bitmap newBitmap = null;
try
{
int Height = bmp.Height;
int Width = bmp.Width;
newBitmap = new Bitmap(Width, Height);
Color pixel1, pixel2;
for (int x = 0; x < Width - 1; x++)
{
for (int y = 0; y < Height - 1; y++)
{
int r = 0, g = 0, b = 0;
pixel1 = bmp.GetPixel(x, y);
pixel2 = bmp.GetPixel(x + 1, y + 1);
r = Math.Abs(pixel1.R - pixel2.R + 128);
g = Math.Abs(pixel1.G - pixel2.G + 128);
b = Math.Abs(pixel1.B - pixel2.B + 128);
if (r > 255)
r = 255;
if (r < 0)
r = 0;
if (g > 255)
g = 255;
if (g < 0)
g = 0;
if (b > 255)
b = 255;
if (b < 0)
b = 0;
newBitmap.SetPixel(x, y, Color.FromArgb(r, g, b));
}
}
}
catch (Exception ex)
{
throw ex;
}
return newBitmap;
}
/// <summary>
/// 日光照射效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Halo(Bitmap bmp)
{
Bitmap myImage = null;
try
{
Graphics gh = Graphics.FromImage(bmp);
int Width = bmp.Width;
int Height = bmp.Height;
myImage = bmp.Clone(new RectangleF(0, 0, Width, Height), System.Drawing.Imaging.PixelFormat.DontCare);
int A = Width / 2;
int B = Height / 2;
//MyCenter图片中心点,发亮此值会让强光中心发生偏移
Point MyCenter = new Point(Width / 2, Height / 2);
//R强光照射面的半径,即”光晕”
int R = Math.Min(Width / 2, Height / 2);
for (int i = Width - 1; i >= 1; i--)
{
for (int j = Height - 1; j >= 1; j--)
{
float MyLength = (float)Math.Sqrt(Math.Pow((i - MyCenter.X), 2) + Math.Pow((j - MyCenter.Y), 2));
//如果像素位于”光晕”之内
if (MyLength < R)
{
Color MyColor = myImage.GetPixel(i, j);
int r, g, b;
//220亮度增加常量,该值越大,光亮度越强
float MyPixel = 220.0f * (1.0f - MyLength / R);
r = MyColor.R + (int)MyPixel;
r = Math.Max(0, Math.Min(r, 255));
g = MyColor.G + (int)MyPixel;
g = Math.Max(0, Math.Min(g, 255));
b = MyColor.B + (int)MyPixel;
b = Math.Max(0, Math.Min(b, 255));
//将增亮后的像素值回写到位图
Color MyNewColor = Color.FromArgb(255, r, g, b);
myImage.SetPixel(i, j, MyNewColor);
}
}
//重新绘制图片
gh.Clear(Color.White);
gh.DrawImage(myImage, new Rectangle(0, 0, Width, Height));
}
}
catch (Exception ex)
{
throw ex;
}
return myImage;
}
/// <summary>
/// 油画效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Painting(Bitmap bmp)
{
Bitmap myImage = null;
try
{
Graphics gh = Graphics.FromImage(bmp);
int width = bmp.Width;
int height = bmp.Height;
RectangleF rect = new RectangleF(0, 0, width, height);
myImage = bmp.Clone(rect, System.Drawing.Imaging.PixelFormat.DontCare);
//产生随机数序列
Random rnd = new Random();
//取不同的值决定油画效果的不同程度
int iModel = 2;
int i = width - iModel;
while (i > 1)
{
int j = height - iModel;
while (j > 1)
{
int iPos = rnd.Next(100000) % iModel;
//将该点的RGB值设置成附近iModel点之内的任一点
Color color = myImage.GetPixel(i + iPos, j + iPos);
myImage.SetPixel(i, j, color);
j = j - 1;
}
i = i - 1;
}
//重新绘制图像
gh.Clear(Color.White);
gh.DrawImage(myImage, new Rectangle(0, 0, width, height));
}
catch (Exception ex)
{
throw ex;
}
return myImage;
}
/// <summary>
/// 积木特效
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Blocks(Bitmap bmp)
{
Bitmap bitmap = null;
try
{
Graphics myGraphics = Graphics.FromImage(bmp) ;
int myWidth, myHeight, i, j, iAvg, iPixel;
Color myColor, myNewColor;
RectangleF myRect;
myWidth = bmp.Width;
myHeight = bmp.Height;
myRect = new RectangleF(0, 0, myWidth, myHeight);
bitmap = bmp.Clone(myRect, System.Drawing.Imaging.PixelFormat.DontCare);
i = 0;
while (i < myWidth - 1)
{
j = 0;
while (j < myHeight - 1)
{
myColor = bitmap.GetPixel(i, j);
iAvg = (myColor.R + myColor.G + myColor.B) / 3;
iPixel = 0;
if (iAvg >= 128)
iPixel = 255;
else
iPixel = 0;
myNewColor = Color.FromArgb(255, iPixel, iPixel, iPixel);
bitmap.SetPixel(i, j, myNewColor);
j = j + 1;
}
i = i + 1;
}
myGraphics.Clear(Color.WhiteSmoke);
myGraphics.DrawImage(bitmap, new Rectangle(0, 0, myWidth, myHeight));
}
catch (Exception ex)
{
throw ex;
}
return bitmap;
}
}
public class ImageEffectsFast
{
public enum SingleColorTypeEnum
{
/// <summary>
/// 平均值法
/// </summary>
Average = 1,
/// <summary>
/// 最大值法
/// </summary>
Max = 2,
/// <summary>
/// 加权平均值法
/// </summary>
Weighting = 3
};
/// <summary>
/// 将图片转换成黑白色效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
/// <param name="type">HeiBaiType 枚举</param>
public static Bitmap SingleColor(Bitmap bmp)
{
return SingleColor(bmp, SingleColorTypeEnum.Weighting);
}
/// <summary>
/// 将图片转换成黑白色效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap SingleColor(Bitmap bmp, SingleColorTypeEnum type)
{
//确定图像的宽和高
int width = bmp.Width;
int height = bmp.Height;
int pix = 0;
//LockBits将Bitmap锁定到内存中
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
//p指向地址
byte* p = (byte*)data.Scan0;//8位无符号整数
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
switch (type)
{
case SingleColorTypeEnum.Average://平均值法
pix = (p[0] + p[1] + p[2]) / 3;
break;
case SingleColorTypeEnum.Max://最大值法
pix = p[0] > p[1] ? p[0] : p[1];
pix = pix > p[2] ? pix : p[2];
break;
case SingleColorTypeEnum.Weighting://加权平均值法
pix = (int)(0.7 * p[0]) + (int)(0.2 * p[1]) + (int)(0.1 * p[2]);
break;
}
if (pix < 0) pix = 0;
if(pix>0) pix = Math.Min(255, pix);
p[0] = (byte)pix;
p[1] = (byte)pix;
p[2] = (byte)pix;
p += 3;
} // x
p += offset;
} // y
}
bmp.UnlockBits(data);//从内存中解除锁定
return bmp;
}
/// <summary>
/// 底片效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Negative(Bitmap bmp)
{
//确定图像的宽和高
int width = bmp.Width;
int height = bmp.Height;
//LockBits将Bitmap锁定到内存中
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
//p指向地址
byte* p = (byte*)data.Scan0;//8位无符号整数
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
for (int i = 0; i < 3; i++)
{
p[i] = (byte)(255 - p[i]);
}
p += 3;
} // x
p += offset;
} // y
}
bmp.UnlockBits(data);//从内存中解除锁定
return bmp;
}
/// <summary>
/// 浮雕效果
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Relief(Bitmap bmp)
{
//确定图像的宽和高
int width = bmp.Width;
int height = bmp.Height;
//LockBits将Bitmap锁定到内存中
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
//p指向地址
byte* p = (byte*)data.Scan0;//8位无符号整数
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int r = 0, g = 0, b = 0;
if (x < width - 1&&y<height-1)
{
r = Math.Abs(p[0] - p[3 * (width + 1)] + 128);
g = Math.Abs(p[1] - p[3 * (width + 1) + 1] + 128);
b = Math.Abs(p[2] - p[3 * (width + 1) + 2] + 128);
}
else
{
r = 128;
g = 128;
b = 128;
}
if (r > 255) r = 255;
if (r < 0) r = 0;
if (g > 255) g = 255;
if (g < 0) g = 0;
if (b > 255) b = 255;
if (b < 0) b = 0;
p[0] = (byte)r;
p[1] = (byte)g;
p[2] = (byte)b;
p += 3;
} // x
p += offset;
} // y
}
bmp.UnlockBits(data);//从内存中解除锁定
return bmp;
}
/// <summary>
/// 积木特效
/// </summary>
/// <param name="bmp">Bitmap 对象</param>
public static Bitmap Blocks(Bitmap bmp)
{
//确定图像的宽和高
int width = bmp.Width;
int height = bmp.Height;
//LockBits将Bitmap锁定到内存中
BitmapData data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
//p指向地址
byte* p = (byte*)data.Scan0;//8位无符号整数
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
byte b = (byte)((p[0] + p[1] + p[2]) / 3);
if (b > 128) b = 255; else b = 0;
p[0] = b;
p[1] = b;
p[2] = b;
p += 3;
} // x
p += offset;
} // y
}
bmp.UnlockBits(data);//从内存中解除锁定
return bmp;
}
/// <summary>
/// 亮度调节
/// </summary>
/// <param name="b">Bitmap 对象</param>
/// <param name="degree">亮度 Min=-255 Max=255</param>
public static Bitmap KiLighten(Bitmap b, int degree)
{
if (b == null)
{
return null;
}
//确定最小值和最大值
if (degree < -255) degree = -255;
if (degree > 255) degree = 255;
try
{
//确定图像的宽和高
int width = b.Width;
int height = b.Height;
int pix = 0;
//LockBits将Bitmap锁定到内存中
BitmapData data = b.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
//p指向地址
byte* p = (byte*)data.Scan0;//8位无符号整数
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
// 处理指定位置像素的亮度
for (int i = 0; i < 3; i++)
{
pix = p[i] + degree;
if (degree < 0) p[i] = (byte)Math.Max(0, pix);
if (degree > 0) p[i] = (byte)Math.Min(255, pix);
} // i
p += 3;
} // x
p += offset;
} // y
}
b.UnlockBits(data);//从内存中解除锁定
return b;
}
catch
{
return null;
}
}
/// <summary>
/// 对比度调节
/// </summary>
/// <param name="b">Bitmap 对象</param>
/// <param name="degree">对比度 Min=-100 Max=100</param>
public static Bitmap KiContrast(Bitmap b, int degree)
{
if (b == null)
{
return null;
}
if (degree < -100) degree = -100;
if (degree > 100) degree = 100;
try
{
double pixel = 0;
double contrast = (100.0 + degree) / 100.0;
contrast *= contrast;
int width = b.Width;
int height = b.Height;
BitmapData data = b.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
unsafe
{
byte* p = (byte*)data.Scan0;
int offset = data.Stride - width * 3;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
// 处理指定位置像素的对比度
for (int i = 0; i < 3; i++)
{
pixel = ((p[i] / 255.0 - 0.5) * contrast + 0.5) * 255;
if (pixel < 0) pixel = 0;
if (pixel > 255) pixel = 255;
p[i] = (byte)pixel;
} // i
p += 3;
} // x
p += offset;
} // y
}
b.UnlockBits(data);
return b;
}
catch
{
return null;
}
}
}