旋转图像而不用GDI +剪切边缘的最快方法是什么?

时间:2010-09-21 02:50:51

标签: c# .net visual-studio-2008 gdi+ transformation

这样做有一些懒散和饥饿的算法,但到目前为止我还没有提出或发现任何特别快的算法。

4 个答案:

答案 0 :(得分:5)

最快的方法是使用不安全的调用直接使用LockBits操作图像内存。这听起来很吓人但是很直接。如果你搜索LockBits,你会发现很多例子,例如here

有趣的是:

BitmapData originalData = originalBitmap.LockBits(
     new Rectangle(0, 0, originalWidth, originalHeight), 
     ImageLockMode.ReadOnly, 
     PixelFormat.Format32bppRgb);

获得BitmapData后,您可以传递像素并将它们映射到新图像(再次使用LockBits)。这比使用Graphics API快得多。

答案 1 :(得分:4)

这是我最终做的事情(经过大量的持续研究,以及TheCodeKing提供的有用链接):

public Image RotateImage(Image img, float rotationAngle)
    {
        // When drawing the returned image to a form, modify your points by 
        // (-(img.Width / 2) - 1, -(img.Height / 2) - 1) to draw for actual co-ordinates.

        //create an empty Bitmap image 
        Bitmap bmp = new Bitmap((img.Width * 2), (img.Height *2));

        //turn the Bitmap into a Graphics object
        Graphics gfx = Graphics.FromImage(bmp);

        //set the point system origin to the center of our image
        gfx.TranslateTransform((float)bmp.Width / 2, (float)bmp.Height / 2);

        //now rotate the image
        gfx.RotateTransform(rotationAngle);

        //move the point system origin back to 0,0
        gfx.TranslateTransform(-(float)bmp.Width / 2, -(float)bmp.Height / 2);

        //set the InterpolationMode to HighQualityBicubic so to ensure a high
        //quality image once it is transformed to the specified size
        gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;

        //draw our new image onto the graphics object with its center on the center of rotation
        gfx.DrawImage(img, new PointF((img.Width / 2), (img.Height / 2)));

        //dispose of our Graphics object
        gfx.Dispose();

        //return the image
        return bmp;
    }

干杯!

答案 2 :(得分:0)

void Graphics.RotateTransform(float angle);

这应该在C#中旋转图像。这是做什么的呢?

我没有用GDI +进行太多实验。记住在绘制图像后反转旋转。

答案 3 :(得分:0)

此答案返回应该绘制的偏移量和已旋转的图像。它的工作原理是将新图像重新创建为应该没有剪切角度的大小。最初由Hisenburg在#C#IRC聊天室和Bloodyaugust撰写。

   public static double NormalizeAngle(double angle)
    {
        double division = angle / (Math.PI / 2);
        double fraction = Math.Ceiling(division) - division;

        return (fraction * Math.PI / 2);
    }


    public static Tuple<Image,Size> RotateImage(Image img, double rotationAngle)
    {

        double normalizedRotationAngle = NormalizeAngle(rotationAngle);

        double widthD = img.Width, heightD = img.Height;
        double newWidthD, newHeightD;



        newWidthD = Math.Cos(normalizedRotationAngle) * widthD + Math.Sin(normalizedRotationAngle) * heightD;
        newHeightD = Math.Cos(normalizedRotationAngle) * heightD + Math.Sin(normalizedRotationAngle) * widthD;

        int newWidth, newHeight;
        newWidth = (int)Math.Ceiling(newWidthD);
        newHeight = (int)Math.Ceiling(newHeightD);

        Size offset = new Size((newWidth - img.Width) / 2,(newHeight - img.Height) / 2);

        Bitmap bmp = new Bitmap(newWidth, newHeight);
        Graphics gfx = Graphics.FromImage(bmp);
        //gfx.Clear(Color.Blue);
        gfx.TranslateTransform((float)bmp.Width / 2, (float)bmp.Height / 2);
        gfx.RotateTransform((float)(rotationAngle / Math.PI * 180));
        gfx.TranslateTransform(-(float)bmp.Width / 2, -(float)bmp.Height / 2);
        gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
        gfx.DrawImage(img, new PointF((bmp.Width / 2 - img.Width / 2), (bmp.Height / 2 - img.Height / 2)));
        gfx.Dispose();  
        return new Tuple<Image,Size>(bmp,offset);
    }
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