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;
}
}