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Alpha masking in c# System.Drawing?

I'm trying to draw an image, with a source Bitmap and an alpha mask Bitmap, using the System.Drawing.Graphics object. At the moment I loop X and Y and use GetPixel and SetPixel to write the source color and mask alpha to a third Bitmap, and then render that. However this is very inefficient and I am wondering if there is an faster way to achieve this?

The effect I'm after looks like this开发者_JAVA百科:

Alpha masking in c# System.Drawing?

The grid pattern represents transparency; you probably knew that.


Yes, the faster way to do this is to use Bitmap.LockBits and use pointer arithmetic to retrieve the values instead of GetPixel and SetPixel. The downside, of course, is that you have to use unsafe code; if you make a mistake, you can cause some really bad crashes in your program. But if you keep it simple and self-contained, it should be fine (hey, if I can do, you can do it too).

For example, you could do something like this (not tested, use at your own risk):

Bitmap mask = ...;
Bitmap input = ...;

Bitmap output = new Bitmap(input.Width, input.Height, PixelFormat.Format32bppArgb);
var rect = new Rectangle(0, 0, input.Width, input.Height);
var bitsMask = mask.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var bitsInput = input.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var bitsOutput = output.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
    for (int y = 0; y < input.Height; y++)
    {
        byte* ptrMask = (byte*) bitsMask.Scan0 + y * bitsMask.Stride;
        byte* ptrInput = (byte*) bitsInput.Scan0 + y * bitsInput.Stride;
        byte* ptrOutput = (byte*) bitsOutput.Scan0 + y * bitsOutput.Stride;
        for (int x = 0; x < input.Width; x++)
        {
            ptrOutput[4 * x] = ptrInput[4 * x];           // blue
            ptrOutput[4 * x + 1] = ptrInput[4 * x + 1];   // green
            ptrOutput[4 * x + 2] = ptrInput[4 * x + 2];   // red
            ptrOutput[4 * x + 3] = ptrMask[4 * x];        // alpha
        }
    }
}
mask.UnlockBits(bitsMask);
input.UnlockBits(bitsInput);
output.UnlockBits(bitsOutput);

output.Save(...);

This example derives the alpha channel in the output from the blue channel in the mask image. I’m sure you can change it to use the mask’s red or alpha channel if required.


Depending on your requirements this may be much easier:

  • Invert your mask so that the circle is transparent and the rest is from a color not used in your input bitmap (like red in your example)
  • Draw your mask on top of your image using Graphics.FromImage(image).DrawImage(mask)...
  • Set the mask color as transparent on your image (image.MakeTransparent(Color.Red))

The only drawback of this method is that it needs you to make sure the mask color is not used in your image. I don't know if this is slower or faster than the manual way.

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