我正在尝试写出一个灰度图像使用Lockbits,我目前的代码看起来是
/// <summary>
/// Save the content of the FrameProc out to a bitmap
/// </summary>
public void Save(string path)
{
Bitmap bmp = new Bitmap(this.size.Width, this.size.Height
,PixelFormat.Format32bppRgb);
var data = bmp.LockBits(this.size, ImageLockMode.WriteOnly, bmp.PixelFormat);
unsafe
{
for (int y = 0; y < this.size.Height; y++)
{
byte* row = (byte*)data.Scan0 + (y * data.Stride);
for (int x = 0; x < this.size.Width; x++)
{
byte value = (byte)this.buffer[y, x];
row[x*Bits+r] = value;
row[x*Bits+g] = value;
row[x*Bits+b] = value;
}
}
}
bmp.UnlockBits(data);
bmp.Save(path, ImageFormat.Bmp);
}哪里
/// <summary>
/// The amount of Bytes per pixel in the image
/// </summary>
private const int Bits = 4;
/// <summary>
/// Image components
/// </summary>
private const int a=3, r = 2, g = 1, b = 0;然而,我收到的图像不正确:

也许这与我是如何解读它们有关的?下面是代码
public FrameProc(Bitmap bmp)
{
this.size=new Rectangle(new Point(0,0), bmp.Size);
var data = bmp.LockBits(this.size
,ImageLockMode.ReadOnly
,bmp.PixelFormat);
this.buffer = new Matrix(this.size.Height, this.size.Width);
unsafe
{
for (int y = 0; y < this.size.Height; y++)
{
byte* row = (byte*)data.Scan0 + (y * data.Stride);
for (int x = 0; x < this.size.Width; x++)
{
this.buffer[y,x] = 0.299*row[x*Bytes+r]
+ 0.587*row[x*Bytes+g]
+ 0.114*row[x*Bytes+b];
}
}
}
bmp.UnlockBits(data);
}发布于 2011-10-14 17:24:51
从你得到的结果来看,每个像素看起来就像是三个字节,而不是你所说的四个字节--正如人们所预期的那样。(注意:您称它为Bits -但这是错误的-它应该被命名为Bytes,而不是Bits)。
我会用其中的任何一个做实验:
为了提高性能,我还会稍微重写一下循环(对不起,我控制不住自己):
for (int x = 0; x < this.size.Width; x++, row += Bits)
{
byte value = (byte)this.buffer[y, x];
row[r] = value;
row[g] = value;
row[b] = value;
} 但是如果你真的使用this.buffer关键字获得一个指向固定的指针,你会得到更快的速度。是的,您没有任何性能问题,但我忍不住要提一下!
发布于 2011-10-14 17:02:56
确实要使用这个函数:
public Bitmap MakeGrayscale(Bitmap original)
{
unsafe
{
//create an empty bitmap the same size as original
Bitmap newBitmap = new Bitmap(original.Width, original.Height);
//lock the original bitmap in memory
BitmapData originalData = original.LockBits(
new Rectangle(0, 0, original.Width, original.Height),
ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
//lock the new bitmap in memory
BitmapData newData = newBitmap.LockBits(
new Rectangle(0, 0, original.Width, original.Height),
ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
//set the number of bytes per pixel
// here is set to 3 because I use an Image with 24bpp
int pixelSize = 3;
for (int y = 0; y < original.Height; y++)
{
//get the data from the original image
byte* oRow = (byte*)originalData.Scan0 + (y * originalData.Stride);
//get the data from the new image
byte* nRow = (byte*)newData.Scan0 + (y * newData.Stride);
for (int x = 0; x < original.Width; x++)
{
//create the grayscale version
byte grayScale =
(byte)((oRow[x * pixelSize] * .11) + //B
(oRow[x * pixelSize + 1] * .59) + //G
(oRow[x * pixelSize + 2] * .3)); //R
//set the new image's pixel to the grayscale version
nRow[x * pixelSize] = grayScale; //B
nRow[x * pixelSize + 1] = grayScale; //G
nRow[x * pixelSize + 2] = grayScale; //R
}
}
//unlock the bitmaps
newBitmap.UnlockBits(newData);
original.UnlockBits(originalData);
return newBitmap;
}
}源代码和其他有趣的示例(以及背后的理论)可以从here获取
https://stackoverflow.com/questions/7765294
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