SPGUI(Simple Powerfull Graphics User Interface)是使用简单、功能强大的嵌入式图形开发系统。主要为开发嵌入式LINUX图形窗口应用提供工具集。她具有美观友好的图形控件,面向对像的编程接口,多平台可移植性等特点SPGUI为设计运行于嵌入式设备,个人电脑及工作站平台的图形窗口应用程序,提供一个完整的开发平台。她的核心是为应用程序提供资源库及编译链接环境,开发者使用SPGUI提供的资源及环境,来开发自己的应用程序。SPGUI为应用程序设计者提供的资源包括:嵌入式图形引擎,图形控件,数据库引擎,底层驱动封装,常用数据结构封装及中文支持等

SPGUI是源码级高度可移植的,

目前经过本人的努力已经移植到window xp 使用vc 2005开发(可称作:模拟器),开发出来的程序只需要在嵌入式平台编译就可运行.

同时也扩展了如下功能.

图片支持 png ,gif, bmp,jpg

字库管理  freetype 矢量字库 ,fnt字库

压缩 zip

脚本 xml expat

窗口框架 : ems ui( 下个文章更新 )

  提供帮助:773179801@qq.com


本章所讲述源码下载路径:http://download.csdn.net/detail/icemanyandy/3956604

了解我更多:www.softboy.uqc.cn

本文文章所讲述一些基本图像算法代码。目前在系统上做一些复杂的,比如视频监控系统(运动检测,运动跟踪等).

本演示图像是在上面的系统中截图生成,如果有希望在上面平台开发,请联系我谈合作业务.

 

注释 素描算法复杂未完成. 算法结果清晰,便于阅读.



看一下水彩效果




看一下雕刻效果



看一下反色效果

 

其余图片效果见上一片文章http://blog.csdn.net/icemanyandy/article/details/7084936

 

关于算法的原理请参考相关图像算法的书籍.


//---------------------------------------------------------------------------------
// softboy@spgui

//www.softboy.uqc.cn
// 20110912
//
//图象的平滑(去噪声)、锐化等
//
//
//---------------------------------------------------------------------------------
#include <mach/effect.h>
#include <mach/datatype.h>
#include <stdlib.h> 
#include <stdio.h> 


//template array

SINT32 Smooth_Box[10]={1,1,1,1,1,1,1,1,1,3};
SINT32 Smooth_Gauss[10]={1,2,1,2,4,2,1,2,1,4};
SINT32 Sharpen_Laplacian[10]={-1,-1,-1,-1,9,-1,-1,-1,-1,0};
SINT32 Sketch_Param[10]={0,-1,0,-1,4,-1,0,-1,0,0};

SINT32 Water_Param[8][2]= { {-1,-1},{0,-1},{1,-1},{0,-1},{1,0},{-1,1},{0,1},{1,1} };

SINT32 Bitmap_SmoothDeal(spBitmap_t *p,spRect_t *rect,int type)
{
 SINT32 *tEffect = NULL;
 UINT8 *stpos;
 UINT16 *pbg;
 int r,g,b,Index,row,col;
 int x;int y;
 UINT8 r1,g1,b1;
 UINT32 colorref;
 UINT32 sumcol;
 switch(type)
 {
 case SMOOTH_BOX:
  tEffect = Smooth_Box; 
  break;
 case SMOOTH_GAUSS:
  tEffect = Smooth_Gauss;
  break;
 case SHARPEN_LL:
  tEffect = Sharpen_Laplacian;
  break;
 default:
  return SP_FAIL;
 }

 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );
 for(y = 1 ; y<rect->height-1;y++)
  for( x = 1;x <rect->width-1;x++)
  {
  
   r=0,g=0,b=0;
   Index=0;
   sumcol = 0 ;
   for(col=-1;col<=1;col++)
   {  
    pbg = (UINT16*)(stpos+(y+col)*p->bpl);
    for(row=-1;row<=1;row++)
    {  
     colorref=pbg[x+row];
     RGB_FROM_RGB565(colorref,r1,g1,b1);
     r+=r1*tEffect[Index];
     g+=g1*tEffect[Index];
     b+=b1*tEffect[Index];
     Index++;
    }
   }
   r>>=tEffect[Index];//调节亮度.
   g>>=tEffect[Index];
   b>>=tEffect[Index];

   RGB565_FROM_RGB(colorref,r,g,b);
   pbg[x] = (UINT16)colorref;
  }

 return SP_OK;
}


SINT32 Bitmap_WaterColor(spBitmap_t *p,spRect_t *rect,int type)
{
 UINT8 *stpos;
 UINT16 *pbg;
 SINT32 x;SINT32 y;
 UINT8 getrander;
 UINT8 bits = p->bpl/p->width;
 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );

 for(y = 1 ; y<rect->height-1;y++)
  for( x = 1;x <rect->width-1;x++)
  {
   getrander = (rand()%8);
   pbg = (UINT16*)(stpos+(y)*p->bpl+x*bits);
   *pbg = *(UINT16*)( stpos+ (y+Water_Param[getrander][0])*p->bpl + (x+Water_Param[getrander][1])*bits );
  }

 return SP_OK;
}

// 雕刻
// references http://dev.yesky.com/SoftChannel/72342371928637440/20050105/1896848_1.shtml
SINT32 Bitmap_Sculpture(spBitmap_t *p,spRect_t *rect,int type)
{
 UINT8   *stpos;
 UINT16  *pbg;
 SINT32  x;SINT32 y;
 UINT8   getrander = 6;
 UINT8 bits = p->bpl/p->width;
 UINT16  colorref,outcolor;
 UINT8   r,g,b,r1,g1,b1;

 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );

 for(y = 1 ; y<rect->height-1;y++)
  for( x = 1;x <rect->width-1;x++)
  {

   pbg = (UINT16*)(stpos+(y)*p->bpl+x*bits);
   outcolor = *pbg;
   colorref = *(UINT16*)( stpos+ (y+Water_Param[getrander][0])*p->bpl + (x+Water_Param[getrander][1])*bits );
   RGB_FROM_RGB565(colorref,r1,g1,b1);
   RGB_FROM_RGB565(outcolor,r,g,b); 
   r = r1 - r +127;
   g = g1 - g +127;
   b = b1 - b +127;
   
   RGB565_FROM_RGB(outcolor,r,g,b);
   *pbg = outcolor;
  }

  return SP_OK;
}


SINT32 Bitmap_Sketch(spBitmap_t *p,spRect_t *rect,int type)
{
 SINT32 *tEffect = NULL;
 UINT8   *stpos;
 UINT16  *pbg;
 SINT32  x;SINT32 y;
 UINT8 bits = p->bpl/p->width;
 UINT16  colorref,outcolor;
 int   gray,r1,g1,b1;
 int   r,g,b,Index,row,col;
 UINT32 sumcol;
 tEffect = Sketch_Param;
 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );
 for(y = 1 ; y<rect->height-1;y++)
  for( x = 1;x <rect->width-1;x++)
  {

   r=0,g=0,b=0;
   Index=0;
   sumcol = *(UINT16*)(stpos+(y)*p->bpl +x*2);
   for(col=-1;col<=1;col++)
   {  
    pbg = (UINT16*)(stpos+(y+col)*p->bpl);
    for(row=-1;row<=1;row++)
    {  
     colorref=pbg[x+row];
     RGB_FROM_RGB565(colorref,r1,g1,b1);
     r+=r1*tEffect[Index];
     g+=g1*tEffect[Index];
     b+=b1*tEffect[Index];
     Index++;
    }
   }
   RGB_FROM_RGB565(sumcol,r1,g1,b1);
   //r/=8;
    g/=8;
   //b/=8;
    g = g+g1;
   //r = r1 + (r1 - r);
   //g = g1 + (g1 - g);
   //b = b1 + (b1 - b);
  

   /*r>255?r=255:(r);
   g>255?g=255:(g);
   b>255?b=255:(b);
   
   r<0?r=-r:(r);
   g<0?g=-g:(g);
   b<0?b=-b:(b);*/

   RGB565_FROM_RGB(colorref,g,g,g);
   pbg[x] = (UINT16)colorref;
  }

  return SP_OK;
}

//反色 底片效果
SINT32 Bitmap_Invert(spBitmap_t *p,spRect_t *rect,int type)
{
 UINT8   *stpos;
 UINT16  *pbg;
 SINT32  x;SINT32 y;
 UINT8 bits = p->bpl/p->width;
 UINT16  colorref,outcolor;
 UINT8   r1,g1,b1;

 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );

 for(y = 1 ; y<rect->height-1;y++)
  for( x = 1;x <rect->width-1;x++)
  {

   pbg = (UINT16*)(stpos+(y)*p->bpl+x*bits);
   colorref = *pbg;
   RGB_FROM_RGB565(colorref,r1,g1,b1);
   r1 = 255 - r1;
   g1 = 255 - g1;
   b1 = 255 - b1;
   RGB565_FROM_RGB(outcolor,r1,g1,b1);
   *pbg = outcolor;
  }

  return SP_OK;
}

//灰度图像算法 type灰度等级
SINT32 Bitmap_Gray(spBitmap_t *p,spRect_t *rect,int type)
{
 UINT8   *stpos;
 UINT16  *pbg;
 SINT32  x;SINT32 y;
 UINT8 bits = p->bpl/p->width;
 UINT16  colorref,outcolor;
 UINT8   r1,g1,b1;
 UINT16  totalcol;
 UINT8   offsize = 16;
 if(type == 1)
  offsize = 128;
 else if( type ==2 )
  offsize = 64;
 else if( type == 3)
  offsize = 32;
 else if( type == 4)
  offsize = 16;
 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );

 for(y = 1 ; y<rect->height-1;y++)
  for( x = 1;x <rect->width-1;x++)
  {

   pbg = (UINT16*)(stpos+(y)*p->bpl+x*bits);
   colorref = *pbg;
   RGB_FROM_RGB565(colorref,r1,g1,b1);
   //r1 = 255 - r1;
   //g1 = 255 - g1;
   //b1 = 255 - b1;
   totalcol = (g1*9+ r1*18+b1*5)>>5;

   r1 = g1 = b1 = ( totalcol/offsize)*offsize;      
   RGB565_FROM_RGB(outcolor,r1,g1,b1);
   *pbg = outcolor;
  }

  return SP_OK;
}

//马塞克算法 type:模糊块大小 默认4
SINT32 Bitmap_Mosaic(spBitmap_t *p,spRect_t *rect,int type)
{
 UINT8   *stpos;
 UINT16  *pbg;
 SINT32  x;SINT32 y;
 UINT8 bits = p->bpl/p->width;
 UINT16  colorref,outcolor;
 UINT8   r1,g1,b1;
 int i = 0,j = 0;

 stpos = (UINT8 *)( p->pData + (rect->x*p->bpl/p->width + rect->y*p->bpl) );

 for(y = 0 ; y<rect->height-1;y+=type)
  for( x = 0;x <rect->width-1;x+=type)
  {

   pbg = (UINT16*)(stpos+(y)*p->bpl+x*bits);
   colorref = *pbg;
   for(i = 0;i<type;i++)
    for( j =0;j<type;j++)
    {

     pbg = (UINT16*)(stpos+(y+j)*p->bpl+(x+i)*bits);
     *pbg = colorref;

    }

  }

  return SP_OK;
}


SINT32 effect_do(spBitmap_t *image,spRect_t *rect,SINT32 type)
{
 spRect_t tRect;
 if(image == NULL)
  return SP_FAIL;
 if(rect==NULL){
  tRect.x = tRect.y = 0 ;
  tRect.width = image->width;
  tRect.height = image->height;
 }
 else
  tRect = *rect;
 //check rect

 tRect.x = tRect.x <0 ?0:tRect.x;
 tRect.y = tRect.y <0 ?0:tRect.y;
 tRect.width = tRect.width >image->width ?image->width:tRect.width;
 tRect.height = tRect.height >image->height?image->height:tRect.height;

 //do effect
 switch(type)
 {
 case SMOOTH_BOX:
 case SMOOTH_GAUSS:
 case SHARPEN_LL:
  Bitmap_SmoothDeal(image,&tRect,type);
  break;
 case WATER_COLOUR:
  Bitmap_WaterColor(image,&tRect,type);
  break;
 case SCULPTURE:
  Bitmap_Sculpture(image,&tRect,type);
  break;
 case PENCIL_SKETCH:
  Bitmap_Sketch(image,&tRect,type);
  break;
 case INVERT:
  Bitmap_Invert(image,&tRect,type);
  break;
 case GRAY_LVL2:
 case GRAY_LVL4:
 case GRAY_LVL8:
 case GRAY_LVL16:
  Bitmap_Gray(image,&tRect,type-GRAY_LVL2+1);
  break;
 case MOSAIC:
  Bitmap_Mosaic(image,&tRect,4);
  break;
 }
 return SP_OK;
}

 



 

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