GDI で画像にドロップ シャドウを追加する効率的な方法は何ですか?
今、私は自分のイメージから始めます:
ImageAttributes と ColorMatrix を使用して、画像のアルファ マスクを新しい画像に描画します。
colorMatrix = (
( 0, 0, 0, 0, 0),
( 0, 0, 0, 0, 0),
( 0, 0, 0, 0, 0),
(-1, -1, -1, 1, 0),
( 1, 1, 1, 0, 1)
);
次に、Gaussian Blur 畳み込みカーネルを適用し、わずかにオフセットします。
そして、元の画像を上に描画します。
問題は、それが遅すぎることです.ドロップシャドウ付きの画像を生成するには約170ミリ秒かかり、ドロップシャドウなしでは2ミリ秒かかります(70倍遅い):
- ドロップ シャドウあり:
171,332 µs
- ドロップ シャドウなし:
2,457us
ユーザー (たとえば私) がアイテムのリストをスクロールしているとき、その余分な 169 ミリ秒の遅延は非常に顕著です。
以下のコードは無視してかまいません。質問や回答には何も追加されません。
class function TImageEffects.GenerateDropShadow(image: TGPImage;
const radius: Single; const OffsetX, OffsetY: Single; const Opacity: Single): TGPBitmap;
var
width, height: Integer;
alphaMask: TGPBitmap;
shadow: TGPBitmap;
graphics: TGPGraphics;
imageAttributes: TGPImageAttributes;
cm: TColorMatrix;
begin
{
We generate a drop shadow by first getting the alpha mask. This will be a black
sillouette on a transparent background. We then blur the black "shadow" by the amounts
given.
We then draw the original image on top of it's own shadow.
}
{
http://msdn.microsoft.com/en-us/library/aa511280.aspx
Windows Vista User Experience -> Guidelines -> Aesthetics -> Icons
Basic Flat Icon Shadow Ranges
Flat icons
Flat icons are generally used for file icons and flat real-world objects,
such as a document or a piece of paper.
Flat icon lighting comes from the upper-left at 130 degrees.
Smaller icons (for example, 16x16 and 32x32) are simplified for readability.
However, if they contain a reflection within the icon (often simplified),
they may have a tight drop shadow. The drop shadow ranges in opacity from
30-50 percent.
Layer effects can be used for flat icons, but should be compared with other
flat icons. The shadows for objects will vary somewhat, according to what
looks best and is most consistent within the size set and with the other
icons in Windows Vista. On some occasions, it may even be necessary to
modify the shadows. This will especially be true when objects are laid over
others.
A subtle range of colors may be used to achieve desired outcome. Shadows help
objects sit in space. Color impacts the perceived weight of the shadow, and
may distort the image if it is too heavy.
Blend mode: Multiply
Opacity: 22% to 50% - depends on color of the item.
Angle: 130 to 120, use global light
Distance: 3 (256 thru 48x), Distance = 1 (32x, 24x)
Spread: 0
Size: 7 (256x thru 48x), Spread = 2 (32x, 24x)
}
width := image.GetWidth;
height := image.GetHeight;
//Get bitmap to hold final composited image and shadow
Result := TGPBitmap.Create(width, height, PixelFormat32bppARGB);
//Use ColorMatrix methods to "draw" the alpha image.
alphaMask := TImageEffects.GetAlphaMask(image);
try
//Blur the black and white shadow image
// shadow := TImageEffects.BoxBlur(alphaMask, radius);
shadow := TImageEffects.GaussianBlur(alphaMask, radius); //because Gaussian Blur is linearly-separable into two 1d kernels, it's actually faster than the box blur
finally
alphaMask.Free;
end;
//Draw
graphics := TGPGraphics.Create(Result);
try
//Draw the "shadow", using the passed in opacity value.
{
Color transformations are of the form
c = (r, g, b, a)
c' = (r, g, b, a)
c' = c*M
= (r, g, b, a, 1) * (0 0 0 0 0) //r
(0 0 0 0 0) //g
(0 0 0 0 0) //b
(1 1 1 1 0) //a
(0 0 0 0 1) //1
}
imageAttributes := TGPImageAttributes.Create;
{ cm := (
( 1, 0, 0, 0, 0),
( 0, 1, 0, 0, 0),
( 0, 0, 1, 0, 0),
( 0, 0, 0, 0.5, 0),
( 0, 0, 0, 0, 1)
);}
cm[0, 0] := 1; cm[0, 1] := 0; cm[0, 2] := 0; cm[0, 3] := 0; cm[0, 4] := 0;
cm[1, 0] := 0; cm[1, 1] := 1; cm[1, 2] := 0; cm[1, 3] := 0; cm[1, 4] := 0;
cm[2, 0] := 0; cm[2, 1] := 0; cm[2, 2] := 1; cm[2, 3] := 0; cm[2, 4] := 0;
cm[3, 0] := 0; cm[3, 1] := 0; cm[3, 2] := 0; cm[3, 3] := Opacity; cm[3, 4] := 0;
cm[4, 0] := 0; cm[4, 1] := 0; cm[4, 2] := 0; cm[4, 3] := 0; cm[4, 4] := 1;
imageAttributes.SetColorMatrix(
cm,
ColorMatrixFlagsDefault,
ColorAdjustTypeBitmap);
try
graphics.DrawImage(shadow,
MakeRectF(OffsetX, OffsetY, width, height), //destination rectangle
0, 0, //source (x,y)
width, height, //source width, height
UnitPixel,
ImageAttributes);
//Draw original image over-top of it's shadow
graphics.DrawImage(image, 0, 0);
finally
imageAttributes.Free;
end;
finally
graphics.Free;
end;
end;
関数を使用してグレースケール アルファ マスクを取得します。
class function TImageEffects.GetAlphaMask(image: TGPImage): TGPBitmap;
var
imageAttributes: TGPImageAttributes;
cm: TColorMatrix;
graphics: TGPGraphics;
Width, Height: UINT;
begin
{
Color transformations are of the form
c = (r, g, b, a)
c' = (r, g, b, a)
c' = c*M
= (r, g, b, a, 1) * (0 0 0 0 0)
(0 0 0 0 0)
(0 0 0 0 0)
(1 1 1 1 0)
(0 0 0 0 1)
}
imageAttributes := TGPImageAttributes.Create;
{ cm := (
( 0, 0, 0, 0, 0),
( 0, 0, 0, 0, 0),
( 0, 0, 0, 0, 0),
(-1, -1, -1, 1, 0),
( 1, 1, 1, 0, 1)
);}
cm[0, 0] := 0; cm[0, 1] := 0; cm[0, 2] := 0; cm[0, 3] := 0; cm[0, 4] := 0;
cm[1, 0] := 0; cm[1, 1] := 0; cm[1, 2] := 0; cm[1, 3] := 0; cm[1, 4] := 0;
cm[2, 0] := 0; cm[2, 1] := 0; cm[2, 2] := 0; cm[2, 3] := 0; cm[2, 4] := 0;
cm[3, 0] := -1; cm[3, 1] := -1; cm[3, 2] := -1; cm[3, 3] := 1; cm[3, 4] := 0;
cm[4, 0] := 1; cm[4, 1] := 1; cm[4, 2] := 1; cm[4, 3] := 0; cm[4, 4] := 1;
imageAttributes.SetColorMatrix(
cm,
ColorMatrixFlagsDefault,
ColorAdjustTypeBitmap);
width := image.GetWidth;
height := image.GetHeight;
Result := TGPBitmap.Create(Integer(width), Integer(height));
graphics := TGPGraphics.Create(Result);
try
graphics.DrawImage(
image,
MakeRect(0, 0, width, height), //destination rectangle
0, 0, //source (x,y)
width, height,
UnitPixel,
ImageAttributes);
finally
graphics.Free;
end;
end;
コアはガウスぼかしです。
class function TImageEffects.GaussianBlur(const bitmap: TGPBitmap;
radius: Single): TGPBitmap;
var
width, height: Integer;
tempBitmap: TGPBitmap;
bdSource: TBitmapData;
bdTemp: TBitmapData;
bdDest: TBitmapData;
pSrc: PARGBArray;
pTemp: PARGBArray;
pDest: PARGBArray;
stride: Integer;
kernel: TKernel;
begin
// kernel := MakeGaussianKernel2d(radius);
kernel := MakeGaussianKernel1d(radius);
try
// Result := ConvolveBitmap(bitmap, kernel); brute 2d kernel
width := bitmap.GetWidth;
height := bitmap.GetHeight;
// GDI+ still lies to us - the return format is BGR, NOT RGB.
bitmap.LockBits(MakeRect(0, 0, width, height),
ImageLockModeRead,
PixelFormat32bppPARGB, bdSource);
//intermediate bitmap
tempBitmap := TGPBitmap.Create(width, height, PixelFormat32bppPARGB);
tempBitmap.LockBits(MakeRect(0, 0, width, height),
ImageLockModeWrite,
PixelFormat32bppPARGB, bdTemp);
//target bitmap
Result := TGPBitmap.Create(width, height, PixelFormat32bppARGB);
Result.LockBits(MakeRect(0, 0, width, height),
ImageLockModeWrite,
PixelFormat32bppPARGB, bdDest);
pSrc := PARGBArray(bdSource.Scan0);
pTemp := PARGBArray(bdTemp.Scan0);
pDest := PARGBArray(bdDest.Scan0);
stride := bdSource.Stride;
ConvolveAndTranspose(kernel, pSrc^, pTemp^, width, height, stride, True, EdgeActionClampEdges);
ConvolveAndTranspose(kernel, pTemp^, pDest^, height, width, stride, True, EdgeActionClampEdges);
//Unlock source
bitmap.UnlockBits(bdSource);
tempBitmap.UnlockBits(bdTemp);
Result.UnlockBits(bdDest);
//get rid of temp
tempBitmap.Free;
finally
kernel.Free;
end;
end;
これには 1 次元カーネルが必要です。
class function TImageEffects.MakeGaussianKernel1d(radius: Single): TKernel;
var
r: Integer;
rows: Integer;
matrix: TSingleDynArray;
sigma: Single;
sigma22: Single;
sigmaPi2: Single;
sqrtSigmaPi2: Single;
radius2: Single;
total: Single;
index: Integer;
row: Integer;
distance: Single;
i: Integer;
begin
r := Ceil(radius);
rows := r*2+1;
SetLength(matrix, rows);
sigma := radius/3.0;
sigma22 := 2*sigma*sigma;
sigmaPi2 := 2*pi*sigma;
sqrtSigmaPi2 := Sqrt(sigmaPi2);
radius2 := radius*radius;
total := 0;
Index := 0;
for row := -r to r do
begin
distance := row*row;
if (distance > radius2) then
matrix[index] := 0
else
begin
matrix[index] := Exp((-distance)/sigma22) / sqrtSigmaPi2;
total := total + matrix[index];
Inc(index);
end;
end;
//Normalize the values
for i := 0 to rows-1 do
matrix[i] := matrix[i] / total;
Result := TKernel.Create(rows, 1, matrix);
end;
そして、ガウス関数の魔法は、2 つの 1D 畳み込みに分離できることです。
class procedure TImageEffects.convolveAndTranspose(kernel: TKernel;
const inPixels: array of ARGB; var outPixels: array of ARGB; width,
height, stride: Integer; alpha: Boolean; edgeAction: TEdgeAction);
var
index: Integer;
matrix: TSingleDynArray;
rows: Integer; //number of rows in the kernel
cols: Integer; //number of columns in the kernel
rows2: Integer; //half row count
cols2: Integer; //half column count
x, y: Integer; //
r, g, b, a: Single; //summed red, green, blue, alpha values
row, col: Integer;
ix, iy, ioffset: Integer;
moffset: Integer;
f: Single;
rgb: ARGB;
ir, ig, ib, ia: Integer;
function ClampPixel(value: Single): Integer;
begin
Result := Trunc(value+0.5);
if Result < 0 then
Result := 0
else if Result > 255 then
Result := 255;
end;
begin
matrix := kernel.KernelData;
cols := kernel.Width;
cols2 := cols div 2;
for y := 0 to height-1 do
begin
index := y;
ioffset := y*width;
for x := 0 to width-1 do
begin
r := 0;
g := 0;
b := 0;
a := 0;
moffset := cols2;
for col := -cols2 to cols2 do
begin
f := matrix[moffset+col];
if (f <> 0) then
begin
ix := x+col;
if ( ix < 0 ) then
begin
if ( edgeAction = EdgeActionClampEdges ) then
ix := 0
else if ( edgeAction = EdgeActionWrapEdges ) then
ix := (x+width) mod width;
end
else if ( ix >= width) then
begin
if ( edgeAction = EdgeActionClampEdges ) then
ix := width-1
else if ( edgeAction = EdgeActionWrapEdges ) then
ix := (x+width) mod width;
end;
rgb := inPixels[ioffset+ix];
a := a + f * ((rgb shr 24) and $FF);
r := r + f * ((rgb shr 16) and $FF);
g := g + f * ((rgb shr 8) and $FF);
b := b + f * ((rgb ) and $FF);
end;
end;
if alpha then
ia := ClampPixel(a)
else
ia := $FF;
ir := ClampPixel(r);
ig := ClampPixel(g);
ib := ClampPixel(b);
outPixels[index] := MakeARGB(ia, ir, ig, ib);
Inc(index, height);
end;
end;
end;
私の256x256ソース画像でのサンプル使用法:
image := TImageEffects.GenerateDropShadow(localImage, 14, 2.12132, 2.12132, 1.0);
プロファイリングは、88.62% の時間が行で費やされていることを示しています。
a := a + f * ((rgb shr 24) and $FF);
r := r + f * ((rgb shr 16) and $FF);
g := g + f * ((rgb shr 8) and $FF);
b := b + f * ((rgb ) and $FF);
これは、ピクセルごとのアルファ ブレンディングです。
WindowsとOSXはリアルタイムでウィンドウにドロップシャドウを適用した後、ぼかし効果を適用するソフトドロップシャドウを適用するより良い方法があると思います。