抗锯齿线条 实现

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draw an anti-aliased line?
    
{
 This code draws an anti-aliased line on a bitmap
 This means that the line is not jagged like the
 lines drawn using the LineTo() function
}

uses
  Graphics, Windows;

type
  TRGBTripleArray = array[0..1000] of TRGBTriple;
  PRGBTripleArray = ^TRGBTripleArray;

// anti-aliased line
procedure WuLine(ABitmap : TBitmap ; Point1, Point2 : TPoint ; AColor : TColor);
var
  deltax, deltay, loop, start, finish : integer;
  dx, dy, dydx : single; // fractional parts
  LR, LG, LB : byte;
  x1, x2, y1, y2 : integer;
begin
  x1 := Point1.X; y1 := Point1.Y;
  x2 := Point2.X; y2 := Point2.Y;
  deltax := abs(x2 - x1); // Calculate deltax and deltay for initialisation
  deltay := abs(y2 - y1);
  if (deltax = 0) or (deltay = 0) then begin // straight lines
    ABitmap.Canvas.Pen.Color := AColor;
    ABitmap.Canvas.MoveTo(x1, y1);
    ABitmap.Canvas.LineTo(x2, y2);
    exit;
  end;
  LR := (AColor and $000000FF);
  LG := (AColor and $0000FF00) shr 8;
  LB := (AColor and $00FF0000) shr 16;
  if deltax > deltay then
  begin // horizontal or vertical
    if y2 > y1 then // determine rise and run
      dydx := -(deltay / deltax)
    else
      dydx := deltay / deltax;
    if x2 < x1 then
    begin
      start := x2; // right to left
      finish := x1;
      dy := y2;
    end else
    begin
      start := x1; // left to right
      finish := x2;
      dy := y1;
      dydx := -dydx; // inverse slope
    end;
    for loop := start to finish do
    begin
      AlphaBlendPixel(ABitmap, loop, trunc(dy), LR, LG, LB, 1 - frac(dy));
      AlphaBlendPixel(ABitmap, loop, trunc(dy) + 1, LR, LG, LB, frac(dy));
      dy := dy + dydx; // next point
    end;
  end else
  begin
    if x2 > x1 then // determine rise and run
      dydx := -(deltax / deltay)
    else
      dydx := deltax / deltay;
    if y2 < y1 then
    begin
      start := y2; // right to left
      finish := y1;
      dx := x2;
    end else
    begin
      start := y1; // left to right
      finish := y2;
      dx := x1;
      dydx := -dydx; // inverse slope
    end;
    for loop := start to finish do
    begin
      AlphaBlendPixel(ABitmap, trunc(dx), loop, LR, LG, LB, 1 - frac(dx));
      AlphaBlendPixel(ABitmap, trunc(dx) + 1, loop, LR, LG, LB, frac(dx));
      dx := dx + dydx; // next point
    end;
  end;
end;

// blend a pixel with the current colour
procedure AlphaBlendPixel(ABitmap : TBitmap ; X, Y : integer ; R, G, B : byte ; ARatio : Real);
Var
  LBack, LNew : TRGBTriple;
  LMinusRatio : Real;
  LScan : PRGBTripleArray;
begin
  if (X < 0) or (X > ABitmap.Width - 1) or (Y < 0) or (Y > ABitmap.Height - 1) then
    Exit; // clipping
  LScan := ABitmap.Scanline[Y];
  LMinusRatio := 1 - ARatio;
  LBack := LScan[X];
  LNew.rgbtBlue := round(B*ARatio + LBack.rgbtBlue*LMinusRatio);
  LNew.rgbtGreen := round(G*ARatio + LBack.rgbtGreen*LMinusRatio);
  LNew.rgbtRed := round(R*ARatio + LBack.rgbtRed*LMinusRatio);
  LScan[X] := LNew;
end;

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