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C# FastBitmap.LockBitmap方法代码示例

本文整理汇总了C#中FastBitmap.LockBitmap方法的典型用法代码示例。如果您正苦于以下问题:C# FastBitmap.LockBitmap方法的具体用法?C# FastBitmap.LockBitmap怎么用?C# FastBitmap.LockBitmap使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FastBitmap的用法示例。


在下文中一共展示了FastBitmap.LockBitmap方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: DrawGraph

        public FastBitmap DrawGraph(string StatName, double MaxVal)
        {
            Bitmap bitmap = new Bitmap(200, 200, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
            FastBitmap bmp = new FastBitmap(bitmap);
            bmp.LockBitmap();

            ProfilerValueManager statManager = GetStat(StatName);

            double ScaleFactor = 1 / (MaxVal / 200); //We multiply by this so that the graph uses the full space

            double[] Stats = statManager.GetInfos();

            for (int x = 200; x > 0; x--)
            {
                for (int y = 200; y > 0; y--)
                {
                    //Note: we do 200-y to flip the graph on the Y axis
                    if (IsInGraphBar(x, y, Stats, ScaleFactor))
                        bmp.SetPixel(x, 200 - y, BarColor);
                    else
                    {
                        //Check whether the line needs drawn
                        if (DrawLine(y, ScaleFactor))
                            bmp.SetPixel(x, 200 - y, LineColor);
                        else
                            bmp.SetPixel(x, 200 - y, BackgroundColor);
                    }
                }
            }
            bmp.UnlockBitmap();

            return bmp;
        }
开发者ID:kow,项目名称:Aurora-Sim,代码行数:33,代码来源:Profiler.cs

示例2: FastBitmapEnumerator

 public FastBitmapEnumerator(FastBitmap fastBitmap)
 {
     fastBitmap.LockBitmap();
     locked = true;
     this.fastBitmap = fastBitmap;
     x = -1;
     y = 0;
     pCurrentPixel = fastBitmap[x, y];
 }
开发者ID:faorg,项目名称:wwt-website,代码行数:9,代码来源:FastBitmap.cs

示例3: getImage

		public Bitmap getImage()
		{
			try
			{
				ReadHeader();
			}
			catch(Exception)
			{
				throw new IOException("Open PPM Exception - Couldn't read header!");
			}

			Bitmap bitmap = new Bitmap( width, height );
            FastBitmap fb = new FastBitmap(bitmap);
            fb.LockBitmap();
			
			int x;
			int y;

			try
			{
				for(y = 0; y < height; y++ )				
				{
					for(x = 0; x < width; x++)
					{
                        unsafe
                        {
                            PixelData* pd = fb[x, y];
                            pd->red = (byte)ReadByte();
                            pd->green = (byte)ReadByte();
                            pd->blue = (byte)ReadByte();
                        }
						//bitmap.SetPixel( x, y, Color.FromArgb( makeRgb( ReadByte(), ReadByte(), ReadByte() ) ) ) ;
					}
				}

			}
			catch(Exception)
			{
				throw new IOException("Open PPM Exception - Couldn't read image data!");
			}

            fb.UnlockBitmap();			
			
			_images.Clear();
			_images.Add(bitmap);

			return bitmap;
		}
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:48,代码来源:PPMImage.cs

示例4: DrawGraph

        public FastBitmap DrawGraph(string StatName)
        {
            Bitmap bitmap = new Bitmap(200, 200, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
            FastBitmap bmp = new FastBitmap(bitmap);
            bmp.LockBitmap();

            ProfilerValueManager statManager = GetStat(StatName);
            double MaxVal = statManager.GetMaxValue();

            double ScaleFactor = 1 / (MaxVal / 200); //We multiply by this so that the graph uses the full space

            ProfilerValueInfo[] Stats = new ProfilerValueInfo[10];
            int i = 0;
            foreach (ProfilerValueInfo info in statManager.GetInfos())
            {
                Stats[i] = info;
                i++;
            }

            for (i = 0; i < Stats.Length; i++)
            {
                //Update the scales
                Stats[i].Value = Stats[i].Value * ScaleFactor;
            }

            for (int x = 200; x > 0; x--)
            {
                for (int y = 200; y > 0; y--)
                {
                    //Note: we do 200-x and 200-y to flip the graph on the X and Y axises
                    if (IsInGraphBar(x, y, Stats))
                        bmp.SetPixel(200 - x, 200 - y, BarColor);
                    else
                    {
                        //Check whether the line needs drawn
                        if (DrawLine(y, ScaleFactor))
                            bmp.SetPixel(200 - x, 200 - y, LineColor);
                        else
                            bmp.SetPixel(200 - x, 200 - y, BackgroundColor);
                    }
                }
            }
            bmp.UnlockBitmap();

            return bmp;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:46,代码来源:Profiler.cs

示例5: DrawGraph

        public FastBitmap DrawGraph(string StatName)
        {
            Bitmap bitmap = new Bitmap(200, 200, PixelFormat.Format24bppRgb);
            FastBitmap bmp = new FastBitmap(bitmap);
            bmp.LockBitmap();

            ProfilerValueManager statManager = GetStat(StatName);
            double MaxVal = 0;
            if (statManager != null)
                MaxVal = statManager.GetMaxValue();

            double ScaleFactor = 1/(MaxVal/200); //We multiply by this so that the graph uses the full space

            double[] Stats2 = new double[0];
            if (statManager != null)
                Stats2 = statManager.GetInfos();

            for (int i = 0; i < Stats2.Length; i++)
            {
                //Update the scales
                Stats2[i] = Stats2[i]*ScaleFactor;
            }

            for (int x = 200; x > 0; x--)
            {
                for (int y = 200; y > 0; y--)
                {
                    //Note: we do 200-y to flip the graph on the Y axis
                    if (IsInGraphBar(x, y, Stats2, ScaleFactor))
                        bmp.SetPixel(x, 200 - y, BarColor);
                    else
                    {
                        //Check whether the line needs drawn
                        bmp.SetPixel(x, 200 - y, DrawLine(y, ScaleFactor) ? LineColor : BackgroundColor);
                    }
                }
            }

            bmp.UnlockBitmap();

            return bmp;
        }
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:42,代码来源:Profiler.cs

示例6: MakeWarpMap

        public static Bitmap MakeWarpMap(ProjectorEntry pe, double domeSize, bool radialDistortion, List<GroundTruthPoint> gtPointList, ScreenTypes screenType)
        {
            List<Vector2d> PointTo = new List<Vector2d>();
            List<Vector2d> PointFrom = new List<Vector2d>();

            double xFactor = pe.Width / 512.0;
            double yFactor = pe.Height / 512.0;

            Bitmap bmp = new Bitmap(512, 512);
            FastBitmap fastBmp = new FastBitmap(bmp);

            SolveProjector spProjector = new SolveProjector(pe, domeSize, ProjectionType.Projector, screenType, SolveParameters.Default);
            spProjector.RadialDistorion = radialDistortion;

            SolveProjector spView = new SolveProjector(pe, domeSize, ProjectionType.View, ScreenTypes.Spherical, SolveParameters.Default);
            spView.RadialDistorion = false;

            foreach (GroundTruthPoint gt in gtPointList)
            {
                PointFrom.Add(new Vector2d((double)gt.X / (double)pe.Width * 512, (double)gt.Y / (double)pe.Height * 512));

                Vector2d pntOutTarget = spView.ProjectPoint(new Vector2d(gt.Az, gt.Alt));
                Vector2d AltAzMapped = spProjector.GetCoordinatesForScreenPoint(gt.X,gt.Y);
                Vector2d pntOutMapped = spView.ProjectPoint(new Vector2d(AltAzMapped.X, AltAzMapped.Y));

                pntOutTarget.X = pntOutTarget.X *(512 / 2.0) + (512 / 2.0);
                pntOutTarget.Y = pntOutTarget.Y *(-512 / 2.0) + (512 / 2.0);
                pntOutMapped.X = pntOutMapped.X *(512 / 2.0) + (512 / 2.0);
                pntOutMapped.Y =  pntOutMapped.Y *(-512 / 2.0) + (512 / 2.0);

                PointTo.Add(new Vector2d(pntOutTarget.X - pntOutMapped.X, pntOutTarget.Y - pntOutMapped.Y));

            }

            //Matrix3d projMat = spView.GetCameraMatrix();
            unsafe
            {
                fastBmp.LockBitmap();
                for (int y = 0; y < 512; y++)
                {

                    for (int x = 0; x < 512; x++)
                    {
                        Vector2d pnt = spProjector.GetCoordinatesForScreenPoint(x * xFactor, y * yFactor);

                        Vector2d pntOut = spView.ProjectPoint(pnt);

                        // Map
                        pntOut.X = pntOut.X * (512 / 2.0) + (512 / 2.0);
                        pntOut.Y = pntOut.Y * (-512 / 2.0) + (512 / 2.0);

                        pntOut = MapPoint(new Vector2d(x,y), pntOut, PointTo, PointFrom);

                        pntOut.X = (pntOut.X - (512 / 2.0)) / (512 / 2.0);
                        pntOut.Y = (pntOut.Y - (512 / 2.0)) / (-512 / 2.0);
                        // End Map

                        double xo = pntOut.X * (4096 / 2.0) + (4096 / 2.0);
                        double yo = pntOut.Y * (-4096 / 2.0) + (4096 / 2.0);

                        int blue = (int)xo & 255;
                        int green = (int)yo & 255;
                        int red = (((int)yo) >> 4 & 240) + (((int)xo) >> 8 & 15);
                        *fastBmp[x, y] = new PixelData(red, green, blue, 255);

                    }
                }
                fastBmp.UnlockBitmap();

            }
            return bmp;
        }
开发者ID:ngonzalezromero,项目名称:wwt-windows-client,代码行数:72,代码来源:WarpMapper.cs

示例7: TerrainToBitmap

        public Bitmap TerrainToBitmap(Bitmap mapbmp)
        {
            FastBitmap unsafeBMP = new FastBitmap(mapbmp);
            unsafeBMP.LockBitmap();
            //DateTime start = DateTime.Now;
            //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");

            // These textures should be in the AssetCache anyway, as every client conneting to this
            // region needs them. Except on start, when the map is recreated (before anyone connected),
            // and on change of the estate settings (textures and terrain values), when the map should
            // be recreated.
            RegionSettings settings = m_scene.RegionInfo.RegionSettings;

            // the four terrain colors as HSVs for interpolation
            HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
            HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
            HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
            HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));

            float levelNElow = (float) settings.Elevation1NE;
            float levelNEhigh = (float) settings.Elevation2NE;

            float levelNWlow = (float) settings.Elevation1NW;
            float levelNWhigh = (float) settings.Elevation2NW;

            float levelSElow = (float) settings.Elevation1SE;
            float levelSEhigh = (float) settings.Elevation2SE;

            float levelSWlow = (float) settings.Elevation1SW;
            float levelSWhigh = (float) settings.Elevation2SW;

            float waterHeight = (float) settings.WaterHeight;

            ITerrainChannel heightmap = m_scene.RequestModuleInterface<ITerrainChannel>();
            float sizeRatio = m_scene.RegionInfo.RegionSizeX/(float) Constants.RegionSize;
            for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += sizeRatio)
            {
                float rowRatio = y/(m_scene.RegionInfo.RegionSizeY - 1); // 0 - 1, for interpolation
                for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += sizeRatio)
                {
                    float columnRatio = x/(m_scene.RegionInfo.RegionSizeX - 1); // 0 - 1, for interpolation

                    float heightvalue = getHeight(heightmap, (int) x, (int) y);

                    if (heightvalue > waterHeight)
                    {
                        // add a bit noise for breaking up those flat colors:
                        // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
                        // - a small-scale noise, for bringing in some small scale variation
                        //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
                        //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
                        //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
                        float hmod =
                            heightvalue; // 0 - 10

                        // find the low/high values for this point (interpolated bilinearily)
                        // (and remember, x=0,y=0 is SW)
                        float low = levelSWlow*(1f - rowRatio)*(1f - columnRatio) +
                                    levelSElow*(1f - rowRatio)*columnRatio +
                                    levelNWlow*rowRatio*(1f - columnRatio) +
                                    levelNElow*rowRatio*columnRatio;
                        float high = levelSWhigh*(1f - rowRatio)*(1f - columnRatio) +
                                     levelSEhigh*(1f - rowRatio)*columnRatio +
                                     levelNWhigh*rowRatio*(1f - columnRatio) +
                                     levelNEhigh*rowRatio*columnRatio;
                        if (high < low)
                        {
                            // someone tried to fool us. High value should be higher than low every time
                            float tmp = high;
                            high = low;
                            low = tmp;
                        }

                        HSV hsv;
                        if (hmod <= low) hsv = hsv1; // too low
                        else if (hmod >= high) hsv = hsv4; // too high
                        else
                        {
                            // HSV-interpolate along the colors
                            // first, rescale h to 0.0 - 1.0
                            hmod = (hmod - low)/(high - low);
                            // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
                            if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod*3f);
                            else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod*3f) - 1f);
                            else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod*3f) - 2f);
                        }
                        //get the data from the original image
                        Color hsvColor = hsv.toColor();
                        unsafeBMP.SetPixel((int) (x/sizeRatio),
                                           (int) (((m_scene.RegionInfo.RegionSizeY - 1) - y)/sizeRatio), hsvColor);
                    }
                    else
                    {
                        // We're under the water level with the terrain, so paint water instead of land
                        unsafeBMP.SetPixel((int) (x/sizeRatio),
                                           (int) (((m_scene.RegionInfo.RegionSizeY - 1) - y)/sizeRatio), WATER_COLOR);
                    }
                }
            }
            if (m_mapping != null)
//.........这里部分代码省略.........
开发者ID:Gnu32,项目名称:Silverfin,代码行数:101,代码来源:TexturedMapTileRenderer.cs

示例8: HandleInterleaved

		private void HandleInterleaved(String fileName)
		{
			BinaryReader reader = new BinaryReader(	
				File.Open( fileName, FileMode.Open ) );

			for( int k = 0; k <  nImages; k++ )
			{
				Bitmap retBitmap = new Bitmap( width, height );
                FastBitmap fb = new FastBitmap(retBitmap);				
				//Skip the offset
				if( offset > 0 )
					reader.ReadBytes( offset );

                fb.LockBitmap();

				for( int j=0; j < height; j++ )
				{
					for( int i=0; i < width; i++ )
					{
                        unsafe
                        {
                            Color c = ReadColor(reader);
                            PixelData* pd = fb[i, j];
                            pd->red = c.R;
                            pd->green = c.G;
                            pd->blue = c.B;
                        }
						//retBitmap.SetPixel( i,j, ReadColor( reader ) );
					}
				}
                fb.UnlockBitmap();

				Images.Add( retBitmap );
			}

			reader.BaseStream.Seek(0, SeekOrigin.Begin);
			_imageData = reader.ReadBytes( (int)reader.BaseStream.Length );
						
			reader.Close();			
			
		}
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:41,代码来源:RAWImage.cs

示例9: BlurBitmap

        public static void BlurBitmap(Bitmap bmp, int blur)
        {
            unsafe
            {
                if ((blur & 1) == 0)
                {
                    blur += 1;
                }

                FastBitmap fastBmp = new FastBitmap(bmp);
                Bitmap temp = new Bitmap(bmp.Height, bmp.Height);
                FastBitmap fastTemp = new FastBitmap(temp);
                fastBmp.LockBitmap();
                fastTemp.LockBitmap();

                int height = bmp.Height;
                int width = bmp.Width;

                int offset = (blur) / 2;
                int back = blur - offset;

                {
                    // First blur on x Direction
                    for (int y = 0; y < height; y++)
                    {
                        int currentRed = 0;
                        int currentGreen = 0;
                        int currentBlue = 0;
                        // prime the running sum
                        for (int x = 0 - offset; x < offset; x++)
                        {
                            PixelData* pixelIn = fastBmp[x, y];
                            currentRed += pixelIn->red;
                            currentGreen += pixelIn->green;
                            currentBlue += pixelIn->blue;
                        }

                        for (int x = offset; x < (width + back); x++)
                        {
                            // Bring in the new data
                            PixelData* pixelIn = fastBmp[x, y];
                            currentRed += pixelIn->red;
                            currentGreen += pixelIn->green;
                            currentBlue += pixelIn->blue;

                            PixelData* pixelOut = fastTemp[x - offset, y];
                            // Move the average value to the center pixel output
                            pixelOut->alpha = 255;
                            pixelOut->red = (byte)(currentRed / blur);
                            pixelOut->green = (byte)(currentGreen / blur);
                            pixelOut->blue = (byte)(currentBlue / blur);

                            // Clear out the oldest
                            pixelIn = fastBmp[x - (offset * 2), y];
                            currentRed -= pixelIn->red;
                            currentGreen -= pixelIn->green;
                            currentBlue -= pixelIn->blue;

                        }
                    }
                }
                // Now with X & Y reveresed
                {
                    for (int y = 0; y < width; y++)
                    {
                        int currentRed = 0;
                        int currentGreen = 0;
                        int currentBlue = 0;
                        // prime the running sum
                        for (int x = 0 - offset; x < offset; x++)
                        {
                            PixelData* pixelIn = fastTemp[y, x];
                            currentRed += pixelIn->red;
                            currentGreen += pixelIn->green;
                            currentBlue += pixelIn->blue;
                        }

                        for (int x = offset; x < (height + back); x++)
                        {
                            // Bring in the new data
                            PixelData* pixelIn = fastTemp[y, x];
                            currentRed += pixelIn->red;
                            currentGreen += pixelIn->green;
                            currentBlue += pixelIn->blue;

                            PixelData* pixelOut = fastBmp[y, x - offset];
                            // Move the average value to the center pixel output
                            pixelOut->alpha = 255;
                            pixelOut->red = (byte)(currentRed / blur);
                            pixelOut->green = (byte)(currentGreen / blur);
                            pixelOut->blue = (byte)(currentBlue / blur);

                            // Clear out the oldest
                            pixelIn = fastTemp[y , x - (offset * 2)];
                            currentRed -= pixelIn->red;
                            currentGreen -= pixelIn->green;
                            currentBlue -= pixelIn->blue;

                        }
                    }
//.........这里部分代码省略.........
开发者ID:ngonzalezromero,项目名称:wwt-windows-client,代码行数:101,代码来源:WarpMapper.cs

示例10: GetBitmapFloat

        private Bitmap GetBitmapFloat(double min, double max, ScaleMap scale)
        {
            float[] buf = (float[])DataBuffer;
            double factor = max - min;
            int stride = AxisSize[0];
            int page = AxisSize[0] * AxisSize[1];
            Bitmap bmp = new Bitmap(AxisSize[0], AxisSize[1]);
            FastBitmap fastBmp = new FastBitmap(bmp);

            fastBmp.LockBitmap();
            unsafe
            {
                for (int y = 0; y < AxisSize[1]; y++)
                {
                    int indexY = ((AxisSize[1] - 1) - y);
                    PixelData* pData = fastBmp[0, y];
                    for (int x = 0; x < AxisSize[0]; x++)
                    {
                        if (color)
                        {
                            double datR = buf[(x + indexY * stride)];
                            double datG = buf[(x + indexY * stride) + page];
                            double datB = buf[(x + indexY * stride) + page * 2];
                            if (ContainsBlanks && (double)datR == BlankValue)
                            {
                                *pData++ = new PixelData(0, 0, 0, 0);
                            }
                            else
                            {
                                int r = scale.Map(datR);
                                int g = scale.Map(datG);
                                int b = scale.Map(datB);
                                *pData++ = new PixelData(r, g, b, 255);
                            }
                        }
                        else
                        {
                            double dataValue = buf[x + indexY * stride];
                            if (ContainsBlanks && (double)dataValue == BlankValue)
                            {
                                *pData++ = new PixelData(0, 0, 0, 0);
                            }
                            else
                            {
                                Byte val = scale.Map(dataValue);
                                *pData++ = new PixelData(val, val, val, 255);
                            }
                        }
                    }
                }
            }
            fastBmp.UnlockBitmap();
            return bmp;
        }
开发者ID:ngonzalezromero,项目名称:wwt-windows-client,代码行数:54,代码来源:FitsImage.cs

示例11: SculptMap

        public SculptMap(Bitmap bm, int lod)
        {
            int bmW = bm.Width;
            int bmH = bm.Height;

            if (bmW == 0 || bmH == 0)
                throw new Exception("SculptMap: bitmap has no data");

            int numLodPixels = lod*2*lod*2; // (32 * 2)^2  = 64^2 pixels for default sculpt map image

            bool needsScaling = false;

            bool smallMap = bmW*bmH <= lod*lod;

            width = bmW;
            height = bmH;
            while (width*height > numLodPixels)
            {
                width >>= 1;
                height >>= 1;
                needsScaling = true;
            }


            try
            {
                if (needsScaling)
                    bm = ScaleImage(bm, width, height,
                                    InterpolationMode.NearestNeighbor);
            }

            catch (Exception e)
            {
                throw new Exception("Exception in ScaleImage(): e: " + e);
            }

            if (width*height > lod*lod)
            {
                width >>= 1;
                height >>= 1;
            }

            int numBytes = (width + 1)*(height + 1);
            redBytes = new byte[numBytes];
            greenBytes = new byte[numBytes];
            blueBytes = new byte[numBytes];

            FastBitmap unsafeBMP = new FastBitmap(bm);
            unsafeBMP.LockBitmap(); //Lock the bitmap for the unsafe operation

            int byteNdx = 0;

            try
            {
                for (int y = 0; y <= height; y++)
                {
                    for (int x = 0; x <= width; x++)
                    {
                        Color pixel;
                        if (smallMap)
                            pixel = unsafeBMP.GetPixel(x < width ? x : x - 1,
                                                       y < height ? y : y - 1);
                        else
                            pixel = unsafeBMP.GetPixel(x < width ? x*2 : x*2 - 1,
                                                       y < height ? y*2 : y*2 - 1);

                        redBytes[byteNdx] = pixel.R;
                        greenBytes[byteNdx] = pixel.G;
                        blueBytes[byteNdx] = pixel.B;

                        ++byteNdx;
                    }
                }
            }
            catch (Exception e)
            {
                throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e);
            }

            //All done, unlock
            unsafeBMP.UnlockBitmap();

            width++;
            height++;
        }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:85,代码来源:SculptMap.cs

示例12: bitmap2Coords

        /// <summary>
        ///   converts a bitmap to a list of lists of coords, while scaling the image.
        ///   the scaling is done in floating point so as to allow for reduced vertex position
        ///   quantization as the position will be averaged between pixel values. this routine will
        ///   likely fail if the bitmap width and height are not powers of 2.
        /// </summary>
        /// <param name = "bitmap"></param>
        /// <param name = "scale"></param>
        /// <param name = "mirror"></param>
        /// <returns></returns>
        private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
        {
            int numRows = bitmap.Height/scale;
            int numCols = bitmap.Width/scale;
            List<List<Coord>> rows = new List<List<Coord>>(numRows);

            float pixScale = 1.0f/(scale*scale);
            pixScale /= 255;

            int imageX, imageY = 0;

            int rowNdx, colNdx;

            FastBitmap unsafeBMP = new FastBitmap(bitmap);
            unsafeBMP.LockBitmap(); //Lock the bitmap for the unsafe operation

            for (rowNdx = 0; rowNdx < numRows; rowNdx++)
            {
                List<Coord> row = new List<Coord>(numCols);
                for (colNdx = 0; colNdx < numCols; colNdx++)
                {
                    imageX = colNdx*scale;
                    int imageYStart = rowNdx*scale;
                    int imageYEnd = imageYStart + scale;
                    int imageXEnd = imageX + scale;
                    float rSum = 0.0f;
                    float gSum = 0.0f;
                    float bSum = 0.0f;
                    for (; imageX < imageXEnd; imageX++)
                    {
                        for (imageY = imageYStart; imageY < imageYEnd; imageY++)
                        {
                            Color pixel = unsafeBMP.GetPixel(imageX, imageY);

                            if (pixel.A != 255)
                            {
                                pixel = Color.FromArgb(255, pixel.R, pixel.G, pixel.B);
                                unsafeBMP.SetPixel(imageX, imageY, pixel);
                            }
                            rSum += pixel.R;
                            gSum += pixel.G;
                            bSum += pixel.B;
                        }
                    }
                    row.Add(mirror
                                ? new Coord(-(rSum*pixScale - 0.5f), gSum*pixScale - 0.5f, bSum*pixScale - 0.5f)
                                : new Coord(rSum*pixScale - 0.5f, gSum*pixScale - 0.5f, bSum*pixScale - 0.5f));
                }
                rows.Add(row);
            }

            unsafeBMP.UnlockBitmap();

            return rows;
        }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:65,代码来源:SculptMesh.cs

示例13: Shade

 public Bitmap Shade (Bitmap source, Color shade, float percent, bool greyScale)
 {
     FastBitmap bmp = new FastBitmap (source);
     bmp.LockBitmap ();
     for (int y = 0; y < source.Height; y++) {
         for (int x = 0; x < source.Width; x++) {
             Color c = bmp.GetPixel (x, y);
             if (greyScale) {
                 int luma = (int)(c.R * 0.3 + c.G * 0.59 + c.B * 0.11);
                 bmp.SetPixel (x, y, Color.FromArgb (c.A, luma, luma, luma));
             } else {
                 float amtFrom = 1 - percent;
                 int lumaR = (int)(c.R * amtFrom + shade.R * percent);
                 int lumaG = (int)(c.G * amtFrom + shade.G * percent);
                 int lumaB = (int)(c.B * amtFrom + shade.B * percent);
                 bmp.SetPixel (x, y, Color.FromArgb (c.A, lumaR, lumaG, lumaB));
             }
         }
     }
     bmp.UnlockBitmap ();
     return bmp.Bitmap ();
 }
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:22,代码来源:WorldShader.cs

示例14: HandlePlanar

		private void HandlePlanar(String fileName)
		{
			BinaryReader reader = new BinaryReader(	
				File.Open( fileName, FileMode.Open ) );

			for( int k = 0; k <  nImages; k++ )
			{
				Bitmap retBitmap = new Bitmap( width, height );
                FastBitmap fb = new FastBitmap(retBitmap);
					
				//Skip the offset
				if( offset > 0 )
					reader.ReadBytes( offset );

				int totalPixels = width * height;
				int []r = new int[ totalPixels ];
				int []g = new int[ totalPixels ];
				int []b = new int[ totalPixels ];

				// Read all R colors
				for( int i=0; i < totalPixels; i++ )
				{
					r[i] = ReadPixel( reader );
				}	

				// Read all G colors
				for( int i=0; i < totalPixels; i++ )
				{
					g[i] = ReadPixel( reader );
				}	

				// Read all B colors
				for( int i=0; i < totalPixels; i++ )
				{
					b[i] = ReadPixel( reader );
				}
	
				if( colorOrder == ColorOrder.BGR )
				{
					int []temp = r;
					r = b;
					b = temp;
				}

				int index = 0;

                fb.LockBitmap();

				for( int j=0; j < height; j++ )
				{
					for( int i=0; i < width; i++ )
					{
                        unsafe
                        {
                            PixelData* pd = fb[i, j];
                            pd->red = (byte)r[index];
                            pd->green = (byte)g[index];
                            pd->blue = (byte)b[index];
                        }

						//retBitmap.SetPixel( i,j, Color.FromArgb(r[index], g[index], b[index] ) );
						index ++;
					}
				}
                fb.UnlockBitmap();
				Images.Add( retBitmap );
			}

			reader.BaseStream.Seek(0, SeekOrigin.Begin);
			_imageData = reader.ReadBytes( (int)reader.BaseStream.Length );

			reader.Close();
			
		}
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:74,代码来源:RAWImage.cs

示例15: ReadAndApplyLUT

		public static void ReadAndApplyLUT( Stream file , Bitmap b)
		{
			BinaryReader reader = new BinaryReader( file );
			
			int []R = new int[256];
			int []G = new int[256];			
			int []B = new int[256];

			byte []LUT = reader.ReadBytes( 768 );
           
			// Read the look up table info
			for(int i = 0; i < 256; i++ )
			{				
				R[i] = LUT[i];				
				G[i] = LUT[i + 256];
				B[i] = LUT[i + 512];
			}
			// Close the reader
			reader.Close();

            FastBitmap fb = new FastBitmap(b);
			//Bitmap newBitmap = b;
			//Color color;
			//Color newColor;
            fb.LockBitmap();

            unsafe
            {
                // Apply the look up table
                for (int i = 0; i < fb.Bitmap.Width; i++)
                {
                    for (int j = 0; j < fb.Bitmap.Height; j++)
                    {
                        PixelData* pd = fb[i, j];
                        //color = newBitmap.GetPixel(i,j);
                        //newColor = Color.FromArgb( R[ color.R ], G[ color.G ], B[ color.B ] );
                        //newBitmap.SetPixel(i,j, newColor );
                        pd->red = (byte)R[pd->red];
                        pd->green = (byte)G[pd->green];
                        pd->blue = (byte)B[pd->blue];                        
                    }
                }
            }
           
            fb.UnlockBitmap();

            R = null;
            G = null;
            B = null;
            LUT = null;
		}
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:51,代码来源:Filters.cs


注:本文中的FastBitmap.LockBitmap方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。