看见别人写的博客:图像处理之图像梯度效果,感觉和我以前写的彩色边缘差不多。看不懂对方的代码,感觉我的C#代码更简单些,引用做个比较吧
http://blog.csdn.net/jia20003/article/details/7664777
下面是原图
我的代码效果
他的效果:
private static Bitmap smoothed高彩边缘(Bitmap a) { int w = a.Width; int h = a.Height; try { Bitmap dstBitmap = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format24bppRgb); System.Drawing.Imaging.BitmapData srcData = a.LockBits(new Rectangle (0, 0, w, h), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb); System.Drawing.Imaging.BitmapData dstData = dstBitmap.LockBits(new Rectangle (0, 0, w, h), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb); unsafe { byte* pIn = (byte*)srcData.Scan0.ToPointer(); byte* pOut = (byte*)dstData.Scan0.ToPointer(); byte* p; int stride = srcData.Stride; for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { //边缘点像素不变 if (x == 0 || x == w - 1 || y == 0 || y == h - 1) { pOut[0] = pIn[0]; pOut[1] = pIn[1]; pOut[2] = pIn[2]; } else { rgbClassPtr rgb0 = new rgbClassPtr(); rgb0.SetRGB( pIn[2], pIn[1], pIn[0]); rgb0.GetXZD(); int CurR, r1, r2, r3, r4, r5, r6, r7, r8; int g1, g2, g3, g4, g5, g6, g7, g8, CurG; int b1, b2, b3, b4, b5, b6, b7, b8, CurB; int vR, vG, vB; //上一行,左上 p = pIn - stride - 3; r1 = p[2]; g1 = p[1]; b1 = p[0]; //上一行,正上 p = pIn - stride; r2 = p[2]; g2 = p[1]; b2 = p[0]; //上一行,右上 p = pIn - stride + 3; r3 = p[2]; g3 = p[1]; b3 = p[0]; //当前行,左 p = pIn - 3; r4 = p[2]; g4 = p[1]; b4 = p[0]; //当前行,右 p = pIn + 3; r5 = p[2]; g5 = p[1]; b5 = p[0]; //下一行,左下 p = pIn + stride - 3; r6 = p[2]; g6 = p[1]; b6 = p[0]; //下一行,正下 p = pIn + stride; r7 = p[2]; g7 = p[1]; b7 = p[0]; // 下一行,右下 p = pIn + stride + 3; r8 = p[2]; g8 = p[1]; b8 = p[0]; //中心点 p = pIn; CurR = p[2]; CurG = p[1]; CurB = p[0]; //使用模板 //1,2,3 //4,0,5 //6,7,8 //int 变化量R = Math.Abs(8 * rgb0.R - r1 - r2 - r3 - r4 - r5 - r6 - r7 - r8); //int 变化量G = Math.Abs(8 * rgb0.G - g1 - g2 - g3 - g4 - g5 - g6 - g7 - g8); //int 变化量B = Math.Abs(8 * rgb0.B - b1 - b2 - b3 - b4 - b5 - b6 - b7 - b8); // int 变化量=变化量R+变化量G+变化量B; // if (变化量 < 60) // {//没变化的块区 // pOut[0] = (byte)0; // pOut[1] = (byte)255; // pOut[2] = (byte)0; // pIn += 3; // pOut += 3; // continue; // } vR = (int)(Math.Abs(r3 + r5 + r8 - r1 - r4 - r6) + Math.Abs(r1 + r2 + r3 - r6 - r7 - r8)); vG = (int)(Math.Abs(g3 + g5 + g8 - g1 - g4 - g6) + Math.Abs(g1 + g2 + g3 - g6 - g7 - g8)); vB = (int)(Math.Abs(b3 + b5 + b8 - b1 - b4 - b6) + Math.Abs(b1 + b2 + b3 - b6 - b7 - b8)); if (vR > 255) { vR = Math.Min(255, vR); } if (vG > 255) { vG = Math.Min(255, vG); } if (vB > 255) { vB = Math.Min(255, vB); } if (vR < 30 && vG < 30 & vB < 30) {//没变化的块区 pOut[0] = (byte)0; pOut[1] = (byte)0; pOut[2] = (byte)0; } else { pOut[0] = (byte)vB; pOut[1] = (byte)vG; pOut[2] = (byte)vR; } } pIn += 3; pOut += 3; } pIn += srcData.Stride - w * 3; pOut += srcData.Stride - w * 3; } } a.UnlockBits(srcData); dstBitmap.UnlockBits(dstData); return dstBitmap; } catch { return null; } }
