基本图象处理代码

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  [图像的旋转和翻转]

以下代码只能用于24位色的位图,用于处理其它色深的位图请自行修改。

//旋转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;
  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;

//旋转180度
procedure Rotate180(const Bitmap:TBitmap);
var
  i, j: Integer;
  row1, row2, row3, rowRGB: PRGBTriple;;
  Width, Height: Integer;
begin
  Width := Bitmap.Width;
  Height := Bitmap.Height;
  GetMem(rowRGB, Width * 3);
  Bitmap.PixelFormat := pf32bit;
  for  j := 0 to (Height div 2) - 1 do
  begin
    row1 := Bitmap.ScanLine[j];
    row3 := row1;
    Inc(row3, Width - 1);
    for i := 0 to (Width div 2) - 1 do
    begin
      rowRGB^ := row1^;
      row1^ := row3^;
      row3^ := rowRGB^;
      Inc(row1);
      Dec(row3);
    end;
    row2 := Bitmap.ScanLine[Height - j - 1];
    row3 := row2;
    Inc(row3, Width - 1);
    for i := 0 to (Width div 2) - 1 do
    begin
      rowRGB^ := row2^;
      row2^ := row3^;
      row3^ := rowRGB^;
      Inc(row2);
      Dec(row3);
    end;
    Dec(row1, (Width div 2));
    Dec(row2, (Width div 2));
    CopyMemory(rowRGB, row1, Width * 3);
    CopyMemory(row1, row2, Width * 3);
    CopyMemory(row2, rowRGB, Width * 3);   
  end;
  if Height mod 2 = 1 then
  begin
    row1 := Bitmap.ScanLine[(Width div 2) + 1];
    row2 := row1;
    Inc(row2, Width - 1);
    for i := 0 to (Width div 2) - 1 do
    begin
      rowRGB^ := row1^;
      row1^ := row2^;
      row2^ := rowRGB^;
      Inc(row1);
      Dec(row2);
    end;
  end;
  FreeMem(rowRGB);
end;

//旋转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;
  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;

前面为判断部分,如果是90,180,270这类特殊角度,将调用上面的代码,这样效率更高!

//任意角度
function RotateBitmap(const 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);//如果是旋转90度,直接调用上面的代码
  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);//如果是旋转180度,直接调用上面的过程
  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);//如果是旋转270度,直接调用上面的过程
  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;

虽然这已经实现了图像任意角度的旋转,但注意看看上面的代码,都是用Round取整,也就是在原图中找最近的像素填充到新图中,这样在边缘会产生锯齿!如果想效果更好,应该是用四个像素的值运算后得到新像素的值!

如对应到原图的坐标是(6.3,8.6),用第一种方法可能就用(6,9)填充了该像素,但如果想消除边缘锯齿,就应该用(6,8)、(6,9)、(7,8)、(7,9)运算得出新点的像素,而边缘就用颜色等于背景色的点代替!

感兴趣的朋友可以找些二次线性插值资料看看,或者以后再讨论,这里就不多说了!

//水平翻转
procedure FlipHorz(const Bitmap:TBitmap);
var
  i, j: Integer;
  row1, row2, rowRGB: pRGBTriple;
  Width, Height: Integer;
begin
  Width := Bitmap.Width;
  Height := Bitmap.Height;
  GetMem(rowRGB, 3);
  for  j := 0 to Height - 1 do
  begin
    row1 := Bitmap.ScanLine[j];
    row2 := row1;
    Inc(row2, Width - 1);
    for i := 0 to (Width div 2) - 1 do
    begin
      rowRGB^ := row1^;
      row1^ := row2^;
      row2^ := rowRGB^;
      Inc(row1);
      Dec(row2);
    end;
  end;
  FreeMem(rowRGB);
end;

//垂直翻转
procedure FlipVert(const Bitmap:TBitmap);
var
  i, j: Integer;
  row1, row2, rowRGB: pRGBTriple;
  Width, Height: Integer;
begin
  Height := Bitmap.Height;
  Width := Bitmap.Width;
  GetMem(rowRGB, Width * 3);
  for  j := 0 to (Height div 2) - 1 do
  begin
    row1 := Bitmap.ScanLine[j];
    row2 := Bitmap.ScanLine[Height - j -1];
    CopyMemory(rowRGB, row1, Width * 3);
    CopyMemory(row1, row2, Width * 3);
    CopyMemory(row2, rowRGB, Width * 3);
  end;
  FreeMem(rowRGB);
end;

 
 

[亮度、对比度、饱和度的调整]

//亮度调整
procedure BrightnessChange(const SrcBmp,DestBmp:TBitmap;ValueChange:integer);
var
  i, j: integer;
  SrcRGB, DestRGB: pRGBTriple;
  Table: array[0..255]of Byte;
begin
  if ValueChange > 0 then
    for i := 0 to 255 do
      Table[i]:=Byte(i + ((ValueChange * (i xor 255)) shr 8))
  else
    for i := 0 to 255 do
      Table[i]:=Byte(i - ((Abs(ValueChange) * i) shr 8));
  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
      DestRGB^.rgbtRed := Table[SrcRGB^.rgbtRed];
      DestRGB^.rgbtGreen := Table[SrcRGB^.rgbtGreen];
      DestRGB^.rgbtBlue := Table[SrcRGB^.rgbtBlue];
      Inc(SrcRGB);
      Inc(DestRGB);
    end;
  end;
end;

//对比度调整
procedure ContrastChange(const SrcBmp,DestBmp:TBitmap;ValueChange:integer);
var
  i, j: integer;
  SrcRow, DestRow: pRGBTriple;
begin
  for i := 0 to SrcBmp.Height - 1 do
  begin
    SrcRow := SrcBmp.ScanLine[i];
    DestRow := DestBmp.ScanLine[i];
    for j := 0 to SrcBmp.Width - 1 do
    begin
      if ValueChange>=0 then
      begin
      if SrcRow.rgbtRed >= 128 then
        DestRow.rgbtRed := Min(255, SrcRow.rgbtRed + (Abs(128 - SrcRow.rgbtRed) * ValueChange) div 128)
      else
        DestRow.rgbtRed := Max(0, SrcRow.rgbtRed - (Abs(128 - SrcRow.rgbtRed) * ValueChange) div 128);
      if SrcRow.rgbtGreen >= 128 then
        DestRow.rgbtGreen := Min(255, SrcRow.rgbtGreen + (Abs(128 - SrcRow.rgbtGreen) * ValueChange) div 128)
      else
        DestRow.rgbtGreen := Max(0, SrcRow.rgbtGreen - (Abs(128 - SrcRow.rgbtGreen) * ValueChange) div 128);
      if SrcRow.rgbtBlue >= 128 then
        DestRow.rgbtBlue := Min(255, SrcRow.rgbtBlue + (Abs(128 - SrcRow.rgbtBlue) * ValueChange) div 128)
      else
        DestRow.rgbtBlue := Max(0, SrcRow.rgbtBlue - (Abs(128 - SrcRow.rgbtBlue) * ValueChange) div 128);
      end
      else
      begin
      if SrcRow.rgbtRed >= 128 then
        DestRow.rgbtRed := Max(128, SrcRow.rgbtRed + (Abs(128 - SrcRow.rgbtRed) * ValueChange) div 128)
      else
        DestRow.rgbtRed := Min(128, SrcRow.rgbtRed - (Abs(128 - SrcRow.rgbtRed) * ValueChange) div 128);
      if SrcRow.rgbtGreen >= 128 then
        DestRow.rgbtGreen := Max(128, SrcRow.rgbtGreen + (Abs(128 - SrcRow.rgbtGreen) * ValueChange) div 128)
      else
        DestRow.rgbtGreen := Min(128, SrcRow.rgbtGreen - (Abs(128 - SrcRow.rgbtGreen) * ValueChange) div 128);
      if SrcRow.rgbtBlue >= 128 then
        DestRow.rgbtBlue := Max(128, SrcRow.rgbtBlue + (Abs(128 - SrcRow.rgbtBlue) * ValueChange) div 128)
      else
        DestRow.rgbtBlue := Min(128, SrcRow.rgbtBlue - (Abs(128 - SrcRow.rgbtBlue) * ValueChange) div 128);
      end;
      Inc(SrcRow);
      Inc(DestRow);
    end;
  end;
end;

//饱和度调整
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调整
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;

如果有些图像处理的基础,这些代码都比较好理解,主要是三原色的值不要超过(0-255)的范围,有些朋友没有注意这问题,当超过范围后,会出现些难看的“色斑”!

[颜色调整]

//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(加权)
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;

 

 
由图像的灰度化看基本图像处理(3)
   浏览选项: 大中小  颜色 默认 灰度 橄榄色 绿色 蓝色 褐色 红色   
 
  
 
 

[优化篇]

还以上篇中给出的灰度化代码为例

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 := Trunc(0.3 * PRGB^.rgbtRed + 0.59 * PRGB^.rgbtGreen + 0.11 * PRGB^.rgbtBlue);
      PRGB^.rgbtRed:=Gray;
      PRGB^.rgbtGreen:=Gray;
      PRGB^.rgbtBlue:=Gray;
      Inc(PRGB);
    end;
  end;
end;

实际应用中,这种方法已经很快了,但实际上还存在可以优化的余地。

Gray := Trunc(0.3 * Red + 0.59 * Green + 0.11 * Blue);//这句用的是浮点运算

在图像处理中,速度就是生命,能不用浮点运算,就最好不要用!

Gray := (30 * Red + 59 * Green + 11 * Blue) div 100;
虽然这样一改,运算次数多了一次,但在我的雷鸟1.1G上,处理速度大概能提高5%左右!而同主频下(或略低,如Athlon 1600+相当于P4 1.6G)AMD的CPU浮点运算能力比Intel的较强,整数运算能力较弱,所以用Intel的CPU在这里更能体现出优势!

注:x div 100 和 Trunc(x/100)的效果是相同的,但查看其汇编代码可知一个用的指令是div,而另一个是fdiv(即进行浮点运算),还要调用函数Trunc,其处理速度差距非常大,所以能用 x div 100 的时候就不要用 Trunc(x/100)。

但这还不是最快的,再看一个:

Gray := HiByte(77 * Red + 151 * Green + 28 * Blue);

Gray := (77 * Red + 151 * Green + 28 * Blue) shr 8;
(建议用后一种,不要调用函数)

这种方法比最原始的方法快了近3/4!

什么意思呢?用77,151,28分别除以256试试~~~

移位是什么意思呢,和10进制的进位,退位联系一下,是不是可以近似的理解为乘除2的n次方呢?当然这和真正意义的乘除法是不一样的!比如shr(右移),和真正的除法相比,比如shr 1,只有最后一个字位为0时(既为2的倍数),它才等于除2!如二进制数110(6)右移1位变为11(3),和6/2=3结果相同。

当然这和一开始的灰度化效果有了些误差!

如果允许存在更大的误差,还可以考虑另一种方法:

Gray := (Red shr 2) + (Red shr 4) + (Green shr 1) + (Green shr 4) + (Blue shr 3);

连乘法都没用,完全用移位实现,结合上面的解释,用除法来理解该表达式,其值只是约等于(0.3125 * Red + 0.5625 * Green + 0.125 * Blue),和一开始的加权平均值有了比较大的误差!但如果对速度有苛刻的要求的话,可以怎么用!这比上一种方法还能再快5%

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