Example #1
0
        /// <summary>
        /// Get the histogram of a specific area of the image.
        /// The histogram is separate for each color channel
        /// </summary>
        /// <param name="image"></param>
        /// <param name="Min"></param>
        /// <param name="Max"></param>
        /// <param name="lines"></param>
        /// <returns></returns>
        public static FxVector<float>[] GetHistogram(FxImages image, FxVector2i Min, FxVector2i Max)
        {
            FxVector<float>[] hist = new FxVectorF[image.FXPixelFormat.Length];
            for (int i = 0; i < image.FXPixelFormat.Length; i++)
            {
                hist[i] = new FxVectorF(256,0);
            }

            int pixelCount = 0;

            // lock the input memory
            //image.LockImage();

            for (int i = Min.X; i < Max.X; i++)
            {
                for (int j = Min.Y; j < Max.Y; j++)
                {
                    for (int g = 0; g < image.FXPixelFormat.Length; g++)
                    {
                        hist[g][image[i, j, (RGB)g]]++;
                    }

                    // count the pixels
                    pixelCount++;
                }
            }

            // unlock the input and output image
            //image.UnLockImage();

            // normalize the image
            for (int i = 0; i < image.FXPixelFormat.Length; i++)
            {
                hist[i].Divide(pixelCount);
            }

            return hist;
        }
Example #2
0
 /// <summary>
 /// Fill Circle
 /// </summary>
 /// <param name="Center"></param>
 /// <param name="Radius"></param>
 /// <param name="Value"></param>
 public void FillCircle(Vector.FxVector2f center, float radius, float Value)
 {
     // Create a rectangle that we are going to fill
     FxVector2i StartVect = new FxVector2i(center.x - radius, center.y - radius);
     FxVector2i EndVect = new FxVector2i(center.x + radius, center.y + radius);
     for (int x = StartVect.x; x < EndVect.x; x++)
         for (int y = StartVect.y; y < EndVect.y; y++)
         {
             if (x >= 0 && x < Width && y >= 0 && y < Height)
             {
                 float dist = center.Distance(x, y);
                 if (dist < radius)
                 {
                     float a = (radius - dist) / radius;
                     this[x, y] = a * Value;
                 }
             }
         }
 }